Ah good. You won't have mine then any more (last time you asked)Das Bruce wrote:Let me have your babies!

Great job Sean Mirrsen. Nothing is perfect in one go.
We all appriciate your effort in giving us this lovely option ^.^
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That's the point, if spring itself assumes 4 parameters you break the current AI code.currently we use the 3 parameters x,y,z co-ordinates, but adding a 4th would be as trivila as adding c.push_back(direction); to the very end.
The buildInfo struct would not be part of the unitdef, it would be created by the GUIhandler. Anyway, the important thing is that you replace using the UnitDef::xsize as temp variables by something clean (Which involves not using UnitDef for temporary data). Anyway, Tobi knows what I mean probably :) I have no good internet access currently, so you'll have to send the patch to him anyway.And just to clarify, JC, what was that you wanted me to do with buildFacing? Replace it with a buildInfo struct read from the same unitDef? Or what?
While it's still a little bit of a hassle, you could always just jump into each turret and manually point the gun where you want it. While mobile units return to their default orientation after a while, I don't think any turret structures do. Granted this doesn't make a big difference with LLTs, but it's a big help with Guardians/Punishers and LRPCs.Theotherguy wrote:yay! now I can finally make good LLT defense lines, and people playing in the south will no longer have a disadvantage! I love you!
Or not, I like to be able to look around when placing buildings.Warlord Zsinj wrote:Great work, Sean. Really helpful.
I must have missed it somewhere among this thread, but what are the default keypresses for rotating a building? I was thinking the middle mouse button, (only when placing buildings, otherwise it turns the camera into freeform mode).