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Not-So-Secret Features

Posted: 12 Sep 2005, 13:35
by SinbadEV
There is a constant stream of complaints ingame and in the forums of people who "didn't know you could do that".

Now, to be honest, this might have a bit to do with the fact that many people assumed it was the same as Classic TA and did little more then skim the docs, or just jumped in without bothering to find out more then how to build and and attack.

These are a few I've picked out from the changelog and experience and I hope people will come up with a few more, we can organize them into categories and such... I think it's even okay to include things in the ReadMe aswell in the final cut too so people don't have to read two sets of docs... and we can put them on the wiki. There's nothing better then answering n00bs questions by pointing them at the docs :P

dot commands (entered by pressing enter to bring up the "say:" command line):

.take - Recovers the units of a disconnected ally to your team
.cheats - Activates a number of otherwise inaccessable dot commands
.team X - Changes your team to team number X
.spectator - Changes you to the position of a spectator

Drag Commands:

Some commands, if you click and hold when the command is given, extend the area of effect of that command.

Reclaim+Drag Circle=reclaim all features in the circle
Resurect+Drag Circle=Resurect and Heal all valid corpses in the circle, if used on a group of rez-capable units, group will move on to resurect another corpse leaving one to Heal the first target
AreaAttack+Drag Circle=randomly bombard the area withing the circle
Move+Drag Line=give move command to group to line up behind the drawn line
Load+Drag Circle=Load all units in an area and that move into an area(I believe)
Unload+Drag Circle=Unload all units into area instead of on top of eachother(I believe)


Function Commands:
F2 = Calculate Paths, shows a grid representing where the selected units can move to, when trying to build a building it shows a grid of spots where it can be built.

Features:
In the latest release of spring, features(like rocks and wreckage) are placeable on maps... there is no official version of MapConv that does this but mother came up with this http://www.fileuniverse.com/?p=showitem&ID=1421 which is meant to place them... check this forum topic: http://taspring.clan-sy.com/phpbb/viewt ... sc&start=0

Selection Edititor (in the spring folder) let's you configure special keys for selecting/deselecting/filtering selections, (will include, when done, some examples and directions for creating them)

Additions=RED
Not Sure=BLUE

Posted: 12 Sep 2005, 13:42
by IMSabbel
another thing:

Selection editor is incredibly powerful. If an ememy seems do impossibly much micromanagement, he might simply using cleverly designed hotkeys.

Posted: 12 Sep 2005, 16:42
by FizWizz
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?"

Posted: 12 Sep 2005, 17:28
by Kuroneko
Ressurection also has drag capability. Great for cleaning up battlefields :)

Posted: 12 Sep 2005, 20:51
by Michilus_nimbus
I just tried the map feature placement.
Time for some urban maps :-)

Posted: 12 Sep 2005, 21:31
by Min3mat
W00T

Posted: 13 Sep 2005, 01:14
by SinbadEV
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

Posted: 13 Sep 2005, 10:25
by Warlord Zsinj
Urban maps won't be able to be included until a non-spherical collision detection method is implemented, because having tall buildings confuses the hell out of Spring.

Posted: 13 Sep 2005, 10:27
by NOiZE
IMO the Z's idea of a tip dispenser is great, such things should be in there

Posted: 13 Sep 2005, 13:32
by jcnossen
Urban maps won't be able to be included until a non-spherical collision detection method is implemented, because having tall buildings confuses the hell out of Spring.
Can't features have yardmaps then?

Posted: 13 Sep 2005, 14:39
by SinbadEV
that's a good point... they are defined by FBI so they should be able to in theory... someone should test this...

alternatively you could make a "sub-urban" map... houses are mostly cubes anyways.

Posted: 13 Sep 2005, 14:59
by aGorm
If you cant have a yard map then you should be able to. Infact Ive said that befor somewere else...

Plus it means you can have an L shaped building/ feature etc...

you get the picture...

aGorm

Posted: 13 Sep 2005, 15:29
by SinbadEV
L shaped? you mean like crushing mini-malls right :D :twisted:

Posted: 13 Sep 2005, 16:23
by Kuroneko
aGorm wrote:If you cant have a yard map then you should be able to. Infact Ive said that befor somewere else...

Plus it means you can have an L shaped building/ feature etc...

you get the picture...

aGorm
seperate features for each section

Code: Select all

   1111
   1111
   1111
2221111
2221111

Posted: 13 Sep 2005, 16:37
by SinbadEV
Would "Baby Gap" be claimed as energy or metal?

Posted: 13 Sep 2005, 17:35
by GrOuNd_ZeRo
Yay! Urban maps!

So this will support all features? corpses and 3D features? and these will have to be 3DO?

Posted: 13 Sep 2005, 18:18
by Kuroneko
GrOuNd_ZeRo wrote:Yay! Urban maps!

So this will support all features? corpses and 3D features? and these will have to be 3DO?
yes
yes
yes

Posted: 13 Sep 2005, 22:06
by 10053r
I was under the impression that footprint based collision detection was put in a couple revisions ago. I don't think spherical collision detection is in use any more.

Posted: 13 Sep 2005, 22:09
by aGorm
Personly, I jsut dont have a clue anymore... I wish people would quit changing this fior five minuets so I could make a map that works... :-)

aGorm

Posted: 13 Sep 2005, 22:11
by 10053r
Wait, you are complaining that features are being rapidly added to the game to make it better?

LOL