Canloopbackattack=1 should be non-switchable

Canloopbackattack=1 should be non-switchable

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

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Caydr
Omnidouche
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Joined: 16 Oct 2004, 19:40

Canloopbackattack=1 should be non-switchable

Post by Caydr »

Just like high trajectory, this canloopbackattack needs to have a way to set it to be non-selectable, always on. Please see if it's a possibility.
Last edited by Caydr on 10 Jun 2006, 17:47, edited 1 time in total.
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NOiZE
Balanced Annihilation Developer
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Post by NOiZE »

Agree
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Pxtl
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Post by Pxtl »

:shock:

I just looked at the change log....

The player can't tell patrolling bots to prioritize repair. Can't tell artillery to bombard an area. Can't order units to attack multiple targets.

But we have a toggle to choose whether our planes will flyover or immelman on an attack?

wtf?

I love Spring and have always sang it's praises, but this is the first time I've seriously wondered what the hell is going on in the SYs.
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zwzsg
Kernel Panic Co-Developer
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Post by zwzsg »

And fluid water! We have no good looking fog of war, but we have photorealistic dynamic water. :wink:
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Guessmyname
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Post by Guessmyname »

water so good it makes me thirsty...
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Caydr
Omnidouche
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Post by Caydr »

Back to the point, this toggle is all but useless from a modder's standpoint if it can't be locked on.
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Optimus Prime
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Post by Optimus Prime »

there is so much that is usefull (even more than this) and its still not implemented.

- more different ressources
- different explosions
- weoponeffects
- per script changebable unit stats (range, speed, and so on)
- load/unloadable planes which fly out of the mothership by hitting just one button
- canattack=0, canguard=0, canresurrect=0, canbuild=0,... should work
- ...

i would need all of these features more than this ;)
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Caydr
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Post by Caydr »

Down boy.
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Guessmyname
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Post by Guessmyname »

Optimus Prime wrote:there is so much that is usefull (even more than this) and its still not implemented.

- more different ressources
- different explosions
- weoponeffects
- per script changebable unit stats (range, speed, and so on)
- load/unloadable planes which fly out of the mothership by hitting just one button
- canattack=0, canguard=0, canresurrect=0, canbuild=0,... should work
- ...

i would need all of these features more than this ;)
As do I
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FLOZi
MC: Legacy & Spring 1944 Developer
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Post by FLOZi »

NOiZE wrote:Agree
Thirded. Shouldn't be too great a deal of work compared to implementing any of those other things.
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Caydr
Omnidouche
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Post by Caydr »

Nag
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FireCrack
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Post by FireCrack »

Hmm... and canloopbackattack=1 doesnt do this?
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Caydr
Omnidouche
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Post by Caydr »

No. It's switchable, and defaults to being off. Besides nobody knows to click "regular" in order to enable this feature.

Revision: it should be...

canloopbackattack=0; same as if it wasn't there
canloopbackattack=1; always on
canloopbackattack=2; switchable.

That way it uses the same system as high arc and makes better sense.

Seriously, all the effort that went into coding this flight behavior is for nothing if it can't be customized as I describe above... the end-user never gives a damn to read the readme which would tell them how to activate it, and from a modder's standpoint, a unit's firepower is completely different depending on whether this is on or off, so it's impossible to balance and can't be used.
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