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A Idea

Posted: 24 Jan 2006, 21:31
by PicassoCT
What still missing as Interface Option is a free configurable "Blockade" Trigger that is insertable into the Commandchains you can give a Unit or Factory. Imagine it like that- u produce some Pewees, they march on there Line until they meet the Trigger, they stop - and now wait for the Trigger to open. You could release them by time, by a certain number of units waiting, by the fullfillment of a second trigger and so on... My dream, a troup that automatically rushes out of the base for a Patroull, when a Area within my Base gets under Artillery Fire and pushs the button.


And, by the way - is there a Way around Scripting the Units ?

Posted: 24 Jan 2006, 22:51
by Felix the Cat
Image

Posted: 24 Jan 2006, 23:32
by PicassoCT
Sorry, it is difficult to explain. But the Feature exists in some other Games, mainly Tactical Shooters with a planning phase. If in such a Shooter a Team needs to wait, for the other Teams to catch up. If they reached there Places in the Great Masterplan, a Trigger is acitvated, all Teams are again released to fullfill there Commandchains (e.g. storm into a room through three diffrent doors) It`s hard to explain, but very efficient and would do it`s job to counter attacks or drive regular Attacks at a certain time full-automatic.

Posted: 24 Jan 2006, 23:37
by Kixxe
I think he wants some really really advanced queue order system with programmable orders.

It's gonna be like "Do this, and that, and patrol that area. Then when your done, check if (something = SOMETHING else OMFG!), then do that and that. Then when your done, patrol that mex area, alrert me and..." or something....




Sounds cool, but a lithe... unnecessary?



Edit: Also, did you know that there is a WAIT button? The wait button let's you queue up orders in advance, and upon pushing the wait button, they excecute the orders... offcourse, if you make a move while not holding shift, it's gonna ignore all the queue'd orders and start doing what you just told it to do....

Posted: 24 Jan 2006, 23:39
by Foxomaniac
I think he means he wants some kind of building that you can stuff units inside.

once enemy units come near the Building's radius the building Manually/automatically releases the units inside to attack the enemy.

Posted: 25 Jan 2006, 08:56
by Caydr
Something like a Carrier unit from Homeworld 2, is the impression I got. I don't see what practical purpose it'd have though. If it's a structure, it's stationary, and thus a ripe target for bombing or any other kind of attack. If the units are already on patrol they're less likely to get nuked all at once or whatever, too.

And if you're talking about a mobile unit, there's already transport units. They don't have this kind of functionality, but it's kinda silly to be asking for it IMO.

Posted: 25 Jan 2006, 22:44
by PicassoCT
Kixxe came close - i want Units with queud Orders, that wait till a defined cirumstance is fullfilled and then rush into action.

Posted: 25 Jan 2006, 22:55
by Kixxe
PicassoCT wrote:Kixxe came close - i want Units with queud Orders, that wait till a defined cirumstance is fullfilled and then rush into action.
And how excakly to defind these commands? Buttons, scripts? And what happens if you want to move the units?

and i still think it's unnecessary...

It's like most suggestions. It's cool, neat, awesome even, but we have many things to do before this neat awesome effect/command. Like for instance getting the new gui done or fixing bugs...


Offcourse, group AI's could be used to simulate the effect... right?

Posted: 25 Jan 2006, 23:40
by PicassoCT
About activating this qeud comands- i mainly thought about timers or a key. or a by you selected Area, that works as a kind of motion detector.
I think it is very usefull to command many diffrent "prepared" groups under messy stressfull situations. A little hidden waiting Attack on the Enemy Base, may safe you, one day.

But there is for shure other Work to do. GUI is great, but the White Numbers of how many unit orders in queu are unreadable if the Background is also white.

Posted: 26 Jan 2006, 02:15
by Felix the Cat
I don't know about you, but in a typical game of Spring, I certainly don't have the time to sit there and essentially create scripts/macros for units.

The only instance in which I can imagine this being useful is in the hybrid TBS/RTS (turn based/real time strategy) that I still want to see run sometime. In this hybrid game, every so often (1 minute, 2 minutes, whatever) the game is paused and you issue orders to your units. The game is then unpaused after a set time and your orders are executed.

If I were knowledgeable enough to code C++ on Spring's level, I would implement this as a new play mode within Spring...

Posted: 26 Jan 2006, 02:53
by Argh
Um... have you never used the Group commands? You can, for example, set up a group of... oh, I dunno... a Markie, a ... whatever the jammer is... some Zeuses, a dozen Fidos... and maybe a Merl or three... and send them out to whereever... you want to hide them... and pray that your opponant doesn't find them with Air and eradicate you.

I have to second the guy above who was like, "who has time for that"? I mean, it's totally impractical to map these sorts of things way in advance- this isn't Delta Force, and your opponants aren't dumb, scripted bots, they're tricksy humans, or very random bots (that, thus far, can be defeated pretty efficiently with minimal effort if you just defeat their rushes with prepared defenses and win on resource-curve, but nm).

Posted: 26 Jan 2006, 03:55
by Zoombie
To Felix: Google combat mission.

To Argh!: I que up my BASE but not my attacks. To way point an attack too much is to set up a delicate, cool looking attack that would leaval the enemy base...if the enemy did absolutly nothing. Havent you ever heard "No plan survives contact with the enemy?" its true, even in everysingle war game i have played!

Posted: 26 Jan 2006, 04:43
by Isaactoo
Kixxe wrote:... Also, did you know that there is a WAIT button? The wait button let's you queue up orders in advance, and upon pushing the wait button, they excecute the orders....
It sounds very usefull, but I can't find it.

Posted: 26 Jan 2006, 05:12
by FizWizz
Isaactoo wrote:
Kixxe wrote:... Also, did you know that there is a WAIT button? The wait button let's you queue up orders in advance, and upon pushing the wait button, they excecute the orders....
It sounds very usefull, but I can't find it.
Ditto. Where might I find this button?

Posted: 26 Jan 2006, 13:59
by Kixxe
Again, we do have a wiki.

http://taspring.clan-sy.com/wiki/Using_ ... ait.28W.29


hmm, i did'nt know that you could have multibole "wait for go" points...

Posted: 26 Jan 2006, 15:35
by Weaver
I seem to remember Rogue Spear had something like this. You would set your patrols but have wait at a certain point for a command signal before continuing their orders.

This way you could get multiple groups into position and attack with them simultaneously with a single key press. It could work well in Spring, its useful but does not take skill away. In fact it may make things more tactical.

Posted: 26 Jan 2006, 17:37
by Kixxe
Weaver wrote:I seem to remember Rogue Spear had something like this. You would set your patrols but have wait at a certain point for a command signal before continuing their orders.

This way you could get multiple groups into position and attack with them simultaneously with a single key press. It could work well in Spring, its useful but does not take skill away. In fact it may make things more tactical.
And for you to lazy click the link, here's what the "Wait" button does.

"Wait(W)

If issued at some point in a command queue (holding shift for multiple commands) the unit will wait at that point in the queue until it is queued another wait command(which should cancel the other one out), or unitl it is given a non-queued order (no-shift, cancels command queue aswell as normal). If it is loaded by a transport while waiting, it will cancel the wait command once it has been unloaded. (I Haven't Tested this functionality, someone should try it out and see what it acctually does... got this from the forums [1] (http://taspring.clan-sy.com/phpbb/viewt ... it+command))

The actual use of this function goes more like this. Start issuing your chain of commands (Holding Shift). BEFORE a command that you want your units to wait for a go command to execute, hit Shift+W. Now, to cancel the first wait queued on this group, and have them continue with the rest of the queue, hit W. Many of these wait waypoints can be chained together. Note, that if you hit W before some or all of the selected units have completed the command before the wait, only those that have completed the preceding command will continue.
"

So yea, sounds familar?

Posted: 26 Jan 2006, 20:06
by FizWizz
funny, you mentioned a wait button, not a wait command earlier. At least that's cleared up.

Posted: 27 Jan 2006, 07:37
by Kixxe
to be honest, i did'nt know it was that advanced...

I eat my words..

Posted: 30 Jan 2006, 23:05
by PicassoCT
How could i unworthy full even think there is something spring doesent have.
Thx a thousand times Kixx