Range Ring Fixes
Posted: 15 Jan 2009, 00:08
I thought I'd make a forum topic to track this issue as well. Basically, laser weapons have the wrong range rings applied in the build view, along with anything else than doesn't use the standard ranges. The correct range ring is only displayed after a unit is built and the "attack" command is issued.
This is compounded by Defense Range Widget only drawing a simple circle to indicate ranges, so it is completely wrong for almost everything on hills.
It seems like the code needs to be refactored so that the proper range circle is drawn no matter what the function in the engine. I also think we need an API to query that proper range ring from Lua even before a unit / building is built so Defense Range Widget and anything else that may need weapon ranges can get it easily.
Mantis entry with technical details: http://spring.clan-sy.com/mantis/view.php?id=1225
This is compounded by Defense Range Widget only drawing a simple circle to indicate ranges, so it is completely wrong for almost everything on hills.
It seems like the code needs to be refactored so that the proper range circle is drawn no matter what the function in the engine. I also think we need an API to query that proper range ring from Lua even before a unit / building is built so Defense Range Widget and anything else that may need weapon ranges can get it easily.
Mantis entry with technical details: http://spring.clan-sy.com/mantis/view.php?id=1225