Reimplementing first-person in lua also seems to mean having to movectrl the unit completely though. This is fine if you have one controllable unit as in Air Raid, but reimplementing movement behaviours for each and every chassis/movement type out there sounds like way overheadful.
Extra issue is that either the new rules have to be enforced all the time, or you run into fps'd units having ever so slightly different physics.
How to remove first-person control targeting restrictions?
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Re: How to remove first-person control targeting restriction
I'm guessing he wants FPS mode to play more of a role anyway because even without restrictions it's still rather useless since the computer can aim faster and generally do everything you want from the unit anyway.
Re: How to remove first-person control targeting restriction
One thought would be to "fake" FPS mode control... just make it a locked direct cam control that gives standard commands to the controlled unit... so pointing and shooting would basically be a attack command given to whatever a trace-screen-ray from the middle of the screen happened to be pointing at... and "turn and move" would just give a "move to" command located in the appropriate "grid".
Re: How to remove first-person control targeting restriction
The computer can not shot randomly in the opposite direction (opposite from where he expect the unit to be) in case a microed unit will change the direction after fire.KDR_11k> rather useless since the computer can aim faster and generally do everything you want from the unit anyway
So manually control the heaviest strongest single unit on the battlefield might be a good idea.
Also you can directly assign move AND attack orders when you spot a decloaked enemy com (with dgun!) faster than you can do without FP
OFC, you can lua it - but only if you are familiar with it.
Re: How to remove first-person control targeting restriction
neon, it's not being familiar with lua. anybody aiming to do a Spring game has to be familiar with lua, no exception. Or at least get familiarized first.OFC, you can lua it - but only if you are familiar with it.
That's a game design thing. It's quite easy to introduce such points.rather useless since the computer can aim faster and generally do everything you want from the unit anyway
Re: How to remove first-person control targeting restriction
imo the engine side restrictions of FPS mode could be removed.
Most games disable it anyway despite its useleseness, so there nothing would change, but maybe it allows some funny experiments.
With AllowDirectUnitControl() and maybe http://springrts.com/wiki/Lua_UnsyncedRead#Screen_Trace there is enought stuff for mods to limit themselves?
Most games disable it anyway despite its useleseness, so there nothing would change, but maybe it allows some funny experiments.
With AllowDirectUnitControl() and maybe http://springrts.com/wiki/Lua_UnsyncedRead#Screen_Trace there is enought stuff for mods to limit themselves?
That is more a "problem" with unrealistic weapon values. Mods use what looks & feels good instead of physically correct numbers.[range exploit] wouldn't be such an issue if:
* missile's propulsion would be disabled by engine so that it will hit ground level at max range exactly (from where it was fired).
* ballistic weapons always use 45° fire arc
kernel panic "heros" move like that iirc. (top down view but same thing)One thought would be to "fake" FPS mode control... just make it a locked direct cam control that gives standard commands to the controlled unit... so pointing and shooting would basically be a attack command given to whatever a trace-screen-ray from the middle of the screen happened to be pointing at
Re: How to remove first-person control targeting restriction
I would like mods to only use plasma on arty to start withThat is more a "problem" with unrealistic weapon values.

* And if they use rockets because rockets penetrate shields or for more burst they should cost metal (because they kill units->metal)
It is unrealistic that rockets from silo cost m but not these from regular arty units.
BTW: Engine burnblow is also unrealistic for high trajectory weapons.
-> For these it would be more realistic if the projectile blows on target's altitude not after exceeding max range.
BTW2: Ground bounce is broken - the projectile bounces not on ground but like if there would be a ramp between the turret's bottom and somewhere near the hit point.
And shouldn't there be a possibility to let a unit auto-choose between high and low trajectory?
High trajectory only if it can't attack target with low trajectory for example?