Changes to Patrol, Addition of Attack-Move command

Changes to Patrol, Addition of Attack-Move command

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

Moderator: Moderators

User avatar
ILMTitan
Spring Developer
Posts: 410
Joined: 13 Nov 2004, 08:35

Changes to Patrol, Addition of Attack-Move command

Post by ILMTitan »

I don't like the way patrol works right now. You can't have a patrolling unit go do a onetime action and then return to the patrol route easily. The drawn patrol commands don't look right (always pointing to the same patrol point regardless of where the unit is actually heading.) There are a few other minor issues I want to fix as well. While changing how patrol works, I plan on creating a new command, something similar to the "A-left click ground" in WC3, an Attack/Move, that acts similar to patrol but does not repeat itself. I have been calling this command "Fight" to myself. I was thinking of giving it and ID number of 16 or 14.

Although I don't intend on changing the gui myself to add it as a user usable command, I will build that functionality in for anyone who does.

Any comments/suggestions/criticism?
User avatar
Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Post by Neddie »

I want to start adding in formations, as well, on a side note. Anybody remember Age of Empires?
User avatar
SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Post by SinbadEV »

yes..., more recently Age of Mythology... yes, and yeah... thay has a great auto-squading system.
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

That command might be useful in AI, though please explain it a little more as I've never played WC3 and I have a vague idea of what you're suggesting but it needs to be crystal clear for me to know how it'd get used....
User avatar
SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Post by SinbadEV »

If I remeber correctly it was "move here and make sure you kill everything you can see on the way there."
Egarwaen
Posts: 1207
Joined: 27 Feb 2006, 21:19

Post by Egarwaen »

Want to know how attack-move works?

Take your units and issue a patrol order. Note that they stop to fight things and then go back to moving.

Attack-move is basically patrol without the repeat at the end.

There are two commands that are totally silly when paired with the "Repeat" feature: Attack Ground and Patrol. Patrol should be an Attack-Move with Repeat On, and the current Attack Ground should be a once-off Attack Ground with Repeat On.
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

That would be useful.

Although patrol being attack move wouldnt suite con units
Egarwaen
Posts: 1207
Joined: 27 Feb 2006, 21:19

Post by Egarwaen »

AF wrote:That would be useful.

Although patrol being attack move wouldnt suite con units
A better name would be "action-move". For combat units, that means kill any enemies you see on the way. For build units, it means help out anyone you see on the way.
esteroth12
Posts: 501
Joined: 18 May 2006, 21:19

Post by esteroth12 »

SinbadEV wrote:yes..., more recently Age of Mythology... yes, and yeah... thay has a great auto-squading system.
Empire Earth had cool formations too... like a wedge, which would be good for convoys (weak+long range units in middle, strong+high health units near point and outside)
User avatar
Lindir The Green
Posts: 815
Joined: 04 May 2005, 15:09

Post by Lindir The Green »

Well, in TA / Spring, "attack move" is really just move. Because all the units in TA / Spring can attack while they're moving.

The reason they were different in Warcrap is because the units had to stop before they could attack, and so if you just told them to move, they wouldn't be able to attack anything.
User avatar
FizWizz
Posts: 1998
Joined: 17 Aug 2005, 11:42

Post by FizWizz »

Lindir The Green wrote:Well, in TA / Spring, "attack move" is really just move. Because all the units in TA / Spring can attack while they're moving.

The reason they were different in Warcrap is because the units had to stop before they could attack, and so if you just told them to move, they wouldn't be able to attack anything.
Not quite. People here want to be able to tell their units to move to a certain spot, but to attack and make sure to kill anything they find on the way.
submarine
AI Developer
Posts: 834
Joined: 31 Jan 2005, 20:04

Post by submarine »

i would appreciate such a command very much. atm i have to give patrol orders to attack destinations, otherwise the units will just walk there and occasionally put fire on nearby enemies but they do not attack them at all
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

Lindir not every unit can fire while moving
User avatar
Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

Lindir not every unit can fire while moving
i cant remember any that can't! (obviously you could set it up this way but i dont remember any modders doing this
User avatar
Soulless1
Posts: 444
Joined: 07 Mar 2006, 03:29

Post by Soulless1 »

still, at some point we might want such a unit, and sometimes you want units to make sure the stuff they encounter is dead before moving on, or you want artillery to sit back and shoot upon seeing a unit instead of firing while running at it, so an attack-move functionality would definately be useful
CautionToTheWind
Posts: 272
Joined: 30 May 2006, 17:06

Post by CautionToTheWind »

The beauty of Warcraft's attack move is that all ranged units fire from max range. And if they lose a target, they will look for another without moving, instead of walking into more firepower than they can handle. There are more subtle effects at work in warcraft, but this command alone would allow us to really micro our units in spring instead of fighting the interface.

And calling Warcraft warcrap won't make spring a better game.
User avatar
Masse
Damned Developer
Posts: 979
Joined: 15 Sep 2004, 18:56

Post by Masse »

CautionToTheWind wrote:And calling Warcraft warcrap won't make spring a better game.
so truth :wink:
User avatar
FizWizz
Posts: 1998
Joined: 17 Aug 2005, 11:42

Post by FizWizz »

Masse wrote:
CautionToTheWind wrote:And calling Warcraft warcrap won't make spring a better game.
so truth :wink:
But calling WarCrap WarCrap won't hurt Spring either :wink:
User avatar
Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Post by Pxtl »

CautionToTheWind wrote:The beauty of Warcraft's attack move is that all ranged units fire from max range. And if they lose a target, they will look for another without moving, instead of walking into more firepower than they can handle.
qft. That's the importance of attack move - it makes the unit move only as close as necessary to open fire.

Imho, it should be a bucky-key. Alt+move is the never-used "move square" command. Alt+fire is what? Imho, that's where it should be.

I'd make alt+move the "attack-move" concept, and alt-attack be a similar "distractible attack" command. After all, it would be useful to be able to tell artillery "bombard this point, but if anything else comes into firing range then shoot that instead". After all, "attack" and "move" both effectively override the "movement orders" from "manoever" to "hold position" until they arrive. This change would simply allow the player a way to cancel that override. The only exception is for builder units - but builder units are kinda screwy as there's no way to make them follow their "patrol" behaviour when standing still.
User avatar
Aun
Posts: 788
Joined: 31 Aug 2005, 13:00

Post by Aun »

Min3mat wrote:
Lindir not every unit can fire while moving
i cant remember any that can't! (obviously you could set it up this way but i dont remember any modders doing this
Level 2 artillery in EE... I seriously doubt you've played every single mod for Spring. =P
Post Reply

Return to “Engine”