radar targetting

radar targetting

Requests for features in the spring code.

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Gota
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Joined: 11 Jan 2008, 16:55

radar targetting

Post by Gota »

I was told a by a dev that tinkering with the spring code can allow the game/mod maker to stop units from auto targeting radar blobs.
Id like to ask for some dev to implement this.
This is an annoying inflexibility that requires a lot of work to solve in lua(that will also accompany much more load on the system,so i was told).
I am sure that if atm i am the only one interested in this,in the future there will be other projects that will also want to make use of this.
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smoth
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Joined: 13 Jan 2005, 00:46

Re: radar targetting

Post by smoth »

LOL an old ota behavior..

for those not in the know...

in ota units did not target radar blips instead you had to have a unit with the targetingfacility tag in it to get said ability.

In spring the units readily shoot at radarblips. What does the targetingfacility thing do now? well last I asked it makes the radar blips not wobble.

So while I do think the behavior is a throwback behavior. I would like an option to turn off radar blip autotargeting. So +1
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Gota
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Re: radar targetting

Post by Gota »

Image
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zwzsg
Kernel Panic Co-Developer
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Joined: 16 Nov 2004, 13:08

Re: radar targetting

Post by zwzsg »

You were told by a dev that no matter how hard you'd try, people who really want could still automatically fire at radar dots.

Creating a new thread won't change the facts.
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JohannesH
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Re: radar targetting

Post by JohannesH »

zwzsg wrote:You were told by a dev that no matter how hard you'd try, people who really want could still automatically fire at radar dots.

Creating a new thread won't change the facts.
You can lock out cheat scripts from users.
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smoth
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Joined: 13 Jan 2005, 00:46

Re: radar targetting

Post by smoth »

zwzsg wrote:You were told by a dev that no matter how hard you'd try, people who really want could still automatically fire at radar dots.
Being able to target vs noautotarget very different requests. I am not sure what he is requesting now.

JohannesH wrote:You can lock out cheat scripts from users.
not really, don't argue it
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lurker
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Joined: 08 Jan 2007, 06:13

Re: radar targetting

Post by lurker »

True, it is unclear. Gota, select one of the following:

1. No targeting radar blips

2. No automatic targeting radar blips


Before you select 2, understand that it is entirely useless if widgets are allowed.
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Tribulex
A.N.T.S. Developer
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Joined: 26 Sep 2009, 21:26

Re: radar targetting

Post by Tribulex »

lurker wrote:True, it is unclear. Gota, select one of the following:

1. No targeting radar blips

2. No automatic targeting radar blips


Before you select 2, understand that it is entirely useless if widgets are allowed.
Sigh....

BEFORE YOU SELECT EITHER, UNDERSTAND BOTH ARE USELESS IF WIDGETS ARE ENABLED.

My widget works for both because it attacks the ground position. Not only that, but it ignoers radar drift for immobile units that have been in los.
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lurker
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Joined: 08 Jan 2007, 06:13

Re: radar targetting

Post by lurker »

Have fun trying to attack a ground position when GetUnitPos returns nil.

Radar drift on ghosts.. actually I think that's a bug, need to fix it.
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Gota
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Re: radar targetting

Post by Gota »

I want the player to be able to force fire on radar dots but that units and turrets wont automatically shoot radar blips unless you have the targeting facility
SA locks third party widgets but has a mod option to allow them.
It is true that those that really want can cheat and force a widget that will override the gadget but first of all it will be noticeable imo and second of all this option is for people who enjoy playing competitively for the fun of it and have no interest in cheating.
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Tribulex
A.N.T.S. Developer
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Re: radar targetting

Post by Tribulex »

Gota wrote:I want the player to be able to force fire on radar dots but that units and turrets wont automatically shoot radar blips unless you have the targeting facility
SA locks third party widgets but has a mod option to allow them.
It is true that those that really want can cheat and force a widget that will override the gadget but first of all it will be noticeable imo and second of all this option is for people who enjoy playing competitively for the fun of it and have no interest in cheating.
so basically you are saying it will be easy to make a widget and thus the feature is useless.
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Gota
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Re: radar targetting

Post by Gota »

d_b wrote:
Gota wrote:I want the player to be able to force fire on radar dots but that units and turrets wont automatically shoot radar blips unless you have the targeting facility
SA locks third party widgets but has a mod option to allow them.
It is true that those that really want can cheat and force a widget that will override the gadget but first of all it will be noticeable imo and second of all this option is for people who enjoy playing competitively for the fun of it and have no interest in cheating.
so basically you are saying it will be easy to make a widget and thus the feature is useless.
Now that Regret cooled down you have come to replace him?
you have come to a conclusion befitting of your brain,now go away.
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manolo_
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Joined: 01 Jul 2008, 00:08

Re: radar targetting

Post by manolo_ »

d_b wrote:
Gota wrote:I want the player to be able to force fire on radar dots but that units and turrets wont automatically shoot radar blips unless you have the targeting facility
SA locks third party widgets but has a mod option to allow them.
It is true that those that really want can cheat and force a widget that will override the gadget but first of all it will be noticeable imo and second of all this option is for people who enjoy playing competitively for the fun of it and have no interest in cheating.
so basically you are saying it will be easy to make a widget and thus the feature is useless.
i thought u made a widget for that, also a gadget that does waht basic wants
Saktoth
Zero-K Developer
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Joined: 28 Nov 2006, 13:22

Re: radar targetting

Post by Saktoth »

Last thing id want to do is defend GOTA, but jesus guys, SA has locked out third party widgets for ages now.
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knorke
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Joined: 22 Feb 2006, 01:02

Re: radar targetting

Post by knorke »

as a workaround, maybe just use that sonar thing for your mod instead of radar? I think units do not target it on their own.
Iam talking about the red circles things that appear on the ground but I have no idea if it only works with moving units?
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CarRepairer
Cursed Zero-K Developer
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Joined: 07 Nov 2007, 21:48

Re: radar targetting

Post by CarRepairer »

knorke wrote:as a workaround, maybe just use that sonar thing for your mod instead of radar? I think units do not target it on their own.
Iam talking about the red circles things that appear on the ground but I have no idea if it only works with moving units?
That's not sonar, it's seismic pings. Units don't target them but they only work for moving units.
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Tribulex
A.N.T.S. Developer
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Re: radar targetting

Post by Tribulex »

Saktoth wrote:Last thing id want to do is defend GOTA, but jesus guys, SA has locked out third party widgets for ages now.
Yeah, its not that hard to get around it however.
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JohannesH
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Joined: 07 Apr 2009, 12:43

Re: radar targetting

Post by JohannesH »

d_b wrote:
Saktoth wrote:Last thing id want to do is defend GOTA, but jesus guys, SA has locked out third party widgets for ages now.
Yeah, its not that hard to get around it however.
Its not hard to cheat full vision of the whole map either.
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Pxtl
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Joined: 23 Oct 2004, 01:43

Re: radar targetting

Post by Pxtl »

Can gadgets draw directly to the map? Or do they require a widget to handle the Gadget-Widget connection? I ask because the obvious approach would be NO radar targetting (it's somehting I've been planning for when I get back into coding) but simply having radar dots be purely-graphical... but if the gadget must be exposed to the widget-layer for this, then it doesn't work since writing an auto-target widget becomes trivial.
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Argh
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Joined: 21 Feb 2005, 03:38

Re: radar targetting

Post by Argh »

Can gadgets draw directly to the map?
Yes, in unsync. Hence my question about whether it was secure, in the other thread.

That question being answered, "yes" meant that you can build a Gadget-side code that ignores Spring's default radar rules entirely, and does all the drawing itself.

However, since Spring can't differentiate between Commands issued by players and Commands issued by Widgets, it's impossible to allow some leeway without allowing people to build new automation to replace Spring's default. IOW, once you allow for some auto-aim, you might as well allow it all. But until the Gadget allows it, it would be completely blocked from Widgets.
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