"fight" target

"fight" target

Requests for features in the spring code.

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Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

"fight" target

Post by Caydr »

Alright men, we've just received our orders from HQ. This isn't going to be easy, but nobody here is used to a free ride anyway. Companies Alpha and Bravo will proceed through the pass to the east, eventually converging with Companies Charlie and Dog which have just recently broken through the enemy's front lines. Meanwhile, our remaining forces will proceed to points Able, here, and Baker, here, eventually converging with Epsilon Specialist Company which has been under heavy artillery fire since 0800 hours yesterday. With our assistance, Epsilon will attempt a break through via the Raii Valley, currently undermanned if Intelligence can be believed. If the initial breakthrough attempt is repulsed, a second attempt will be made at 1850 hours. The second attempt cannot fail - we need Epsilon's assistance in the upcoming op.

All groups will then proceed to sector Kappa, where our primary target will be found.

What I'm about to tell you has been classified level Phi. The primary target of this operation is... apparently... this tuft of grass:

Image

We're not sure what the grass did, but HQ is apparently mighty pissed with it. We've been ordered to "fight" it, by command. I have requisitioned weedwackers from our number three supply depot, but all indications are that they may not arrive in time for us to re-equip.

Honestly gentlemen, I'm not sure how precisely one is supposed to "fight" grass, but I've never questioned Command's decisions, and I'm not about to start now. We ship out at 0400. May God have mercy on us all.


... can we have something besides "fight"? How about, "occupy"? "assault? "advance"? "invade"? "charge"? We have lots of talented linguists here, judging by the amount of fiction written in the Off-Topic forum. Ask em for a better word. "Fight"? We're ordered to "fight" this location? My units are ill-equipped for combating dirt buildup.
trepan
Former Engine Dev
Posts: 1200
Joined: 17 Nov 2005, 00:52

Post by trepan »

LuaRules/main.lua:

Code: Select all

function UnitCreated(unitID)
  local fightDesc = Spring.FindUnitCmdDesc(unitID, CMD.FIGHT)
  if (fightDesc) then
    Spring.EditUnitCmdDesc(unitID, fightDesc, {
      name    = 'Monkey',
      tooltip = 'Do monkey stuff',
    })
  end
end
P.S. Pick your own name ;-)
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

Fight allows us to have F be an obvious hotkey for it. The RTS term is attack move and the standard hotkey A but that's taken in Spring.
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Dragon45
Posts: 2883
Joined: 16 Aug 2004, 04:36

Post by Dragon45 »

Commandeer? Requisition?
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Caydr
Omnidouche
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Joined: 16 Oct 2004, 19:40

Post by Caydr »

Ahoy, if anyone here knows about SupCom, they made an interesting solution to this in a recent patch. Depending on your units' move state, it does an attack move or a ground attack order. Fire at will means "go here and kill stuff you find on the way", return fire and hold fire mean the other.

This actually makes good sense, since if you want to attack a specific spot on the ground, you do not want your units' AI overriding what you asked for and just attacking whatever they want. In TA-based mods anyway, artillery isn't very fast firing (usually), so you do not want them wasting what might be their one and only shot, on something like a peewee. So you generally set them to hold fire anyway. Good thinking IMO.

What's more, if I remember right we now have the ability to set a unit's default orders. So if artillery is ordered by default to hold fire or return fire, they will behave as artillery ought to in most situations - more situations than if they were on fire at will anyway. I think. So you could build 50 artillery and 50 tanks, tell them to attack a spot on the ground where there's an enemy unit you know about, and the combat units will move forward to cover your artillery while the artillery stays back and does what they do best.
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

When I mean "attack move" I say "attack move", I don't say attack and hope the context is right (context sensitive controls can and will confuse the user). Similarly when I say "attack" I mean attack. I'm smart enough to decide myself what my order is supposed to mean so there's no need for the unit to decide that based on a state when it can decide it based on the key I pressed.

IOW, your suggestion is stupid since the current one is more effective.
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Post by knorke »

I thought you made a new texture at first :roll:

fight = attack move = do not ignore units on the way to the target but rather fight them. I think it makes sense.

"occupy" would be like the guard-command in Generals (go there, then hold position or something)
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