Request: able to target features.
Moderator: Moderators
Re: Request: able to target features.
that isn't the request though is it?
Re: Request: able to target features.
Well you won't technically be targetting the features, but you'll be shooting the ground under them and killing them. That part is easy and should be about 60% of what you want; actual targetting is more complex.
Re: Request: able to target features.
we had a small brainstorming about it one day, the conclusion was that it needs:
- a new targettype
- new cmdtypes (CMD_FEATURE_OR_MAP, CMD_FEATURE_UNIT_OR_MAP)
- fiddling with CommandAI (ExecuteAttack, etc)
- CMD_ATTACK param could be MAX_UNITS + featureid
turning avoidFeature into a float that depicts the percentage of range to trace for features would help a bit, but it's only a temporary solution.
- a new targettype
- new cmdtypes (CMD_FEATURE_OR_MAP, CMD_FEATURE_UNIT_OR_MAP)
- fiddling with CommandAI (ExecuteAttack, etc)
- CMD_ATTACK param could be MAX_UNITS + featureid
turning avoidFeature into a float that depicts the percentage of range to trace for features would help a bit, but it's only a temporary solution.
Re: Request: able to target features.
Do target categories apply to features? Imho, that would be a good place to implement it.
Re: Request: able to target features.
This being implemented would make gundam soooo much more fluid to play.
PLS PLS PLS PLS :D
PLS PLS PLS PLS :D
Re: Request: able to target features.
Hell, it'd be nice in every mod. How many players treat DTs in BA as invincible walls instead of just telling a bunch of stumpies to force-fire until the hole appears?
edit:
Woulnd't Argh's code snippet provide a partial solution for the common "I want to be able to attack features" problem? Just the ability to easily order units to destroy them? I think that part _could_ be done in Lua, but it would be very Lua intensive - an "Attack Ground" command and a monitor that checks that the unit is destroyed and then clears the "Attack Ground" command when it is gone would do it, wouldn't it? That would allow some queuing - destroy this feature and then proceed through breach.
Of course, as KDR said, the complete solution would involve support for dragging, and that would be much more complicated... could you have the attack command switch to a different command (the "destroy features" command, possibly draw-circle-destroy-features) when you point at a feature?
Basically, the workflow
1) user clicks the attack button.
2) user points at feature
3) user holds mousebutton down - at this point, the engine notices it's pointed at a feature and, isntead of drawing a box as usual, draws a feature-destruct circle.
4) all included features are added to a "destroy these features" meta-order for the selected units.
5) units ordered assigned to attack the ground under the closest unit in "destroy these features" list.
6) slowupdate monitor checks that feature still exists.
7) if feature no longer exists, remove it from the "destroy these features" list, and if the "destroy these features" list is not-empty, return to step 5.
Proceed to next order after the "destroy these features" meta-order.
This would allow you to select a group of units, click "attack", drag-target a group of features, and then have them proceed through the breach after they're finished destroying the mess.
Is there something I'm missing? Do beamweapons not work for this or something?
Obviously this is a case where an engine-implementation would be far, far better, but this would be better than nothing.
edit:
Woulnd't Argh's code snippet provide a partial solution for the common "I want to be able to attack features" problem? Just the ability to easily order units to destroy them? I think that part _could_ be done in Lua, but it would be very Lua intensive - an "Attack Ground" command and a monitor that checks that the unit is destroyed and then clears the "Attack Ground" command when it is gone would do it, wouldn't it? That would allow some queuing - destroy this feature and then proceed through breach.
Of course, as KDR said, the complete solution would involve support for dragging, and that would be much more complicated... could you have the attack command switch to a different command (the "destroy features" command, possibly draw-circle-destroy-features) when you point at a feature?
Basically, the workflow
1) user clicks the attack button.
2) user points at feature
3) user holds mousebutton down - at this point, the engine notices it's pointed at a feature and, isntead of drawing a box as usual, draws a feature-destruct circle.
4) all included features are added to a "destroy these features" meta-order for the selected units.
5) units ordered assigned to attack the ground under the closest unit in "destroy these features" list.
6) slowupdate monitor checks that feature still exists.
7) if feature no longer exists, remove it from the "destroy these features" list, and if the "destroy these features" list is not-empty, return to step 5.

This would allow you to select a group of units, click "attack", drag-target a group of features, and then have them proceed through the breach after they're finished destroying the mess.
Is there something I'm missing? Do beamweapons not work for this or something?
Obviously this is a case where an engine-implementation would be far, far better, but this would be better than nothing.
Re: Request: able to target features.
Having automation for the attacking is nice, but it doesn't help gundam because when you try to attack the ground under the features it can't because there is a feature in the way.
Maybe you could attack the air in front of them; I'm not sure how far the raytrace goes.
Maybe you could attack the air in front of them; I'm not sure how far the raytrace goes.
Re: Request: able to target features.
Ohhh. My bad, missed that part. Yeah, that needs an engine change. The bare minimum, to my mind, would be "when attacking ground, and if we're blocked, check to make sure the thing that's blocking this shot isn't standing on the spot we're trying to shoot - if it is, shoot anyways - in fact, it wouldn't hurt to aim for the center of mass of the thing that's standing there if possible".
Re: Request: able to target features.
The raytrace stops at the collision volume, like beamweapons do.Maybe you could attack the air in front of them; I'm not sure how far the raytrace goes.
With a little quick trig, you could figure out the place X-1 elmos away from that point, and fire there. Problem being, the explosion may not register, because of the radius problems that we're all familiar with, because explosions don't interact with spheres, they interact with the centroids.