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Posted: 13 Sep 2005, 22:12
by aGorm
Please see the Grin after the coment...

:-)

aGorm

Posted: 13 Sep 2005, 22:13
by Kuroneko
10053r wrote:Wait, you are complaining that features are being rapidly added to the game to make it better?

LOL
He's complaining that they're happening so fast he can't keep the changelogs and current feature set straight. This, I have to agree with.

Posted: 13 Sep 2005, 23:11
by Doxs
SinbadEV wrote:
FizWizz wrote:May I ask that some people post custom selections that they like (with their function described of course), or maybe post a "Selection Editing for Dummies?"
One that I find useful is:
PrevSelection+r_Not_Building_+_ClearSelection_SelectAll+
filters buildings out of your selection
I understand this but I would like to find more info about it since the current standard selectkeys file only gives a few examples.
(saw this 5 minutes ago and its the first time I heard you could make custom selection keys)

Might want to add that I have read the forums, read the readmes, changelogs and looked in the wiki.

This sort of information is NOT easely found to new players, heck I just learned how the metal maker ai works the other day and that was from another player.

I am also quite convinced that some people dont want to talk to much about theese things in the lobby or in the game because it really gives you an edge when you know the stuff.

That said I would really like to find more info about selectionkeys and the syntax you can use to make em etc.

Posted: 14 Sep 2005, 00:20
by SinbadEV
yeah... that's the kinda thing I'm talking about... keep em coming... requests are fine...

Posted: 14 Sep 2005, 02:03
by DavetheBrave
That said I would really like to find more info about selectionkeys and the syntax you can use to make em etc.
http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2190

Posted: 14 Sep 2005, 12:38
by Warlord Zsinj
Yardmap doesn't solve all (or indeed, the major) issues that arise from the spherical collision detection; particular where aircraft are concerned.

Posted: 14 Sep 2005, 12:41
by Doxs
Thanks Dave, I searched the forums but must have missed the bugforum.
Then again, this came up 3 days ago, before that I think it was rather unknown.

Posted: 14 Sep 2005, 15:35
by SinbadEV
I think some of this is in the docs, but I'm not sure...

If you are trying to issue move order you have acctually 4 options:

click to move everything to try to get to the same spot, only can do so if they are hover-style planes... useful enough because moving big groups to an location that you never intend them to actually reach behind the enemy lines will get them all to croud in...

click+drag a line to move to a front facing the arrows direction, will make multiple lines if enough units or a short enough line

ALT+click move to a location, but not to the same spot so the units don't all try to push to the middle... supposedly try to make a "square"

CTRL+ click, move to positions that are relative to the current position, a bit like formation movement, but not perfect...

CTRL also works on patrol commands for units to patrol in relative position to current positions instead of to a single point.


THIS TOPIC: http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2207
is filling up with unit selection hints...

As DOES this have tutorial on selection editor:

http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2190

Posted: 14 Sep 2005, 18:03
by FireCrack
A little OT, but could we get the click+drag thing to show the unit "holograms" like it did with the original simple formation AI?

Posted: 14 Sep 2005, 18:30
by aGorm
Yardmap doesn't solve all (or indeed, the major) issues that arise from the spherical collision detection; particular where aircraft are concerned.
All featurse have a max height... so i dont see why it should hinder planes anymore than a sudden change in height on teh height map. Thats is a problem to be taken care of...

aGorm

Posted: 15 Sep 2005, 09:52
by CaptainMaim
Speaking of the formation AI's.. Can anyone explain how to use them? Or any of the little AI things in the unit menus? So far I've not seen anything useful about them, except they like to chew up team slot 10 and I think they work their way downwards.

Posted: 15 Sep 2005, 10:13
by Maelstrom
Well assign all your Metal Makers to the Metal Maker AI, and they will turn off if your running out of power, and turn back on when you have power again. Saves a hell of a lot of Micromanagment. The Simple formation makes things move in a simple formation, but this has a shorcut mentioned eariler in the thread. The Central build, I have no idea about and the defaul and blank ones dont do anything.

Posted: 15 Sep 2005, 14:57
by SinbadEV
http://taspring.clan-sy.com/wiki/Using_Spring

not sure if this stuff will eventually need to be spread across a number of pages... but if anyone wants to start fleshing this stuff out and putting it into the wiki... that's what it's there for so go-ahead.

Posted: 15 Sep 2005, 15:23
by zwzsg
I heard from a dev that collision was switched from sphere to footprint somewhere around 61 and 62, and that now sphere collision is used only for planes.

Posted: 15 Sep 2005, 15:38
by NOiZE

Posted: 17 Sep 2005, 18:07
by SinbadEV
I have been working on this wiki page a bit... but I know you people can help out with this... you're probably bored anyways... just click the edit this page link at the bottom and add stuff to it... I've only gotten started... and have learned quite a bit just from trying to make sure I knew what I was writing was true...

http://taspring.clan-sy.com/wiki/Using_Spring