Changes to Patrol, Addition of Attack-Move command - Page 2

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
FizWizz
Posts: 1998
Joined: 17 Aug 2005, 11:42

Post by FizWizz »

I always use Alt+Move, and would be a bit bummed if it was changed. What if Ctrl+Move was used for the WC-style attack-move command?
Alt+Ctrl+Move would of course be both of those together.
User avatar
Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Post by Pxtl »

FizWizz wrote:I always use Alt+Move, and would be a bit bummed if it was changed. What if Ctrl+Move was used for the WC-style attack-move command?
Alt+Ctrl+Move would of course be both of those together.
Ctrl+Move is already "move and maintain formation" command. Darn it. I didn't realise anyone used alt+move. I'm out of ideas then.
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

Whatever happened to the area attack command that made units attack everything within a range of a point then move on?
User avatar
Soulless1
Posts: 444
Joined: 07 Mar 2006, 03:29

Post by Soulless1 »

It's only used on aircraft atm and is kind of only half-done really, since it's mixed in with an area bombardment function.

I'd much rather it worked the same way as the other area commands (eg repair, load, ressurect etc) - ie if there are no valid targets within the radius, the unit completes the action and moves on to the next in the queue (though of course you could use it with repeat in the same way as those other commands), rather than just picking a random point on the ground and pounding it ad infinatum.

If this was fixed/changed, then it would be useful for not only aircraft, but pretty much all unit types.

Also, as far as the attack-move idea, I think ctrl-attack (or some variant thereof) would work just fine :-)
mongus
Posts: 1463
Joined: 15 Apr 2005, 18:52

Post by mongus »

oh i really hate when you force fire on a spot.. and strangelly the unit ends moving to that point.

for example, you tell a sniper to force fire on a toaster ghost, .... but the sniper decides he must go check personally the exact pixel you ordered him to fire to, thus the toaster kill its.

you come back and your sniper is dead metal.

happens a lot.


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

Post by ILMTitan »

So, when patrolling, and most noticeably when patrolling a builder at an edge of a large forest, units can get constantly aggro'd until they are on the opposite side of the map as the patrol route. This is because it gives an attack/reclaim/whatever command, which when complete just returns to the patrol command, at which point it can be issued a new command.

If attack->patrol is replaced with attack->move(to where attack was given)->patrol, this can be avoided, but I could see problems with this method causing traffic jams in a crowded battle. Is this something I should do?

P.S. I always envisioned "Fight" to have a hot key like patrol, such as 'F' or 'G', although iirc, F is for fire state right now.
User avatar
ILMTitan
Spring Developer
Posts: 410
Joined: 13 Nov 2004, 08:35

Post by ILMTitan »

Patch is complete. Submitted in this bug report.
User avatar
ILMTitan
Spring Developer
Posts: 410
Joined: 13 Nov 2004, 08:35

Post by ILMTitan »

Triple Post!!!! (Ten days of separation though, so I hope I'm forgiven).

After a little searching, I figured out how to add it too the gui. It was a whole lot easier than I expected. Anyway, I'm going to change that, and a few minor tweaks with my rotating patch.

My only concern is number of commands units like the commander now have.
Post Reply

Return to “Engine”