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moving units in formation
Posted: 18 Jul 2006, 21:46
by emmanuel
the new cursor "warriorking"like move to an oriented line seems not fully fonctional
1 unit go directly to line without consider green arow is facing or revers
2 unit spac is same if cursor line is large or tiny
3 cursor line hav a max siz (maybee 60 footprint large)
4 factory don t hav use cursor mov_in_line
5 when a nomobil unit is selected mov_cursor/mov_in_line isn t enabl and only a menu order or M key mork
6 cursor need a switch for mov_in_box mov_in_A mov_in_O like "warriorking" with a xz sizing and xyz sizing for vtol
7 path need a memory/start program same earth 2150
Re: moving units in formation
Posted: 18 Jul 2006, 22:18
by Hunter0000
emmanuel wrote:the new cursor "warriorking"like move to an oriented line seems not fully fonctional
1 unit go directly to line without consider green arow is facing or revers
2 unit spac is same if cursor line is large or tiny
3 cursor line hav a max siz (maybee 60 footprint large)
4 factory don t hav use cursor mov_in_line
5 when a nomobil unit is selected mov_cursor/mov_in_line isn t enabl and only a menu order or M key mork
6 cursor need a switch for mov_in_box mov_in_A mov_in_O like "warriorking" with a xz sizing and xyz sizing for vtol
7 path need a memory/start program same earth 2150
1. Yup, would be nice if this'd be fixed, but other things are needed more
2. Not too big of a deal, but same as 1. would be nice
3. Iv'e noticiced this too. prehaps it is an abartrarty limit that can be raised?
4. this would be VERY nice
5. THis has been discussed before, and I have seen people say that a unit is randomly selected and it uses its order set, but like you say Ive noticed if a SINGLE non-factory building is selected you no longer have move. this REALLY sucks especialy Iv'e noticed in things like EE where I have cameras all over the battlefield, and when I scramble to respond with all my units to one location I am delayed by the godamn cameras.
6. Similar to 2., would be nice but other things (like 5) should be dealt with first.
7. ? Never played Earth 2150 so I can't comment here =P
Overall these are points that while have been discussed, some specificly should be dealt with if possible, especialy the whole 'building in select' thing because its VERY annoying.
Posted: 18 Jul 2006, 22:49
by emmanuel
so about nomobil in select totalA if i remind not resrict this
about earth2150 try it
=>after taspring and warrior king the must of rts
very lot of specials feature some usless or not ended
but a/THE rts feature= you click record menu
and give orders queue
after this click play and that obey :
use = prepar a coordonated assault like load unload with builder behind
and select all
and play memory order
with repeat option
and erase or add an order in list
great but some problem with unbalanced weapon/unit do a only a type of units in all multi on net
real funny game are only friendly lan
exempl never build nuc/rocket/aircraft/boat always big tank with big weapon
another great feature is colect with mining loader and refinery and energy link ...so good not implemented in earth2160=i don t buy it
Posted: 19 Jul 2006, 01:30
by Kixxe
That sounds an awful lot like the "Wait command"
http://taspring.clan-sy.com/wiki/Using_ ... it_.28W.29
But yea, Formations should be fixed. I doupth that units can/will move at custom speeds thou, so i suspect that they will do the old "Move-stop, Move-stop, Move-stop" thing, with the annyoing sounds that comes with it. (ever guarded an adv builder with slower units?)
Posted: 19 Jul 2006, 03:34
by esteroth12
you mean faster units, silly
try 5 farks guarding an advnaced conbot (most common one ive found)
also, if this is implemented, you could have a way of detecting speed and just choosing 2-3 different animations if necessary
Posted: 19 Jul 2006, 06:58
by Felix the Cat
Cue Smoth, who will explain to you why we cannot change unit speed at will. If he feels like explaining it again.
Posted: 19 Jul 2006, 07:12
by smoth
Felix the Cat wrote:Cue Smoth, who will explain to you why we cannot change unit speed at will. If he feels like explaining it again.
Lol, and here I thought no one listened
Posted: 19 Jul 2006, 07:25
by Felix the Cat
smoth wrote:Felix the Cat wrote:Cue Smoth, who will explain to you why we cannot change unit speed at will. If he feels like explaining it again.
Lol, and here I thought no one listened
I listened... doesn't mean I agree; I'm in the small minority that values gameplay over graphics in almost all situations. So I'm cool with vaguely strange-looking animations if it means my units can be made to stay in formation.
Posted: 19 Jul 2006, 08:20
by smoth
Felix the Cat wrote:I listened... doesn't mean I agree;
well, typically when I post something people continue on as though I said nothing.
Felix the Cat wrote:II'm in the small minority that values gameplay over graphics in almost all situations.
The reason I fight it soo much is that the modders would be the ones to hear the bitching about the odd animations.
Felix the Cat wrote:So I'm cool with vaguely strange-looking animations if it means my units can be made to stay in formation.
I think the solution lies in a less poorly implemented manner. Althought I already stated my proposed solutions.
Posted: 19 Jul 2006, 09:14
by KDR_11k
Well, units don't move at top speed all the time, they accellerate and decellerate and go slower during turns...
Posted: 19 Jul 2006, 09:21
by TechnoTone
For the problem regarding the selection of non-mobile units with mobile units - some games will automatically filter out non-military units when a group selection is performed. Perhaps Spring could do something similar and filter out non-mobile units when a group of units is (box) selected. Either that or simply allow move commands when both mobile and non-mobile units are selected.
For the problem of unit movement speed and animation speed - could the engine not provide a speed modifier to the movement scripts so that their movement animations could be adjusted accordingly? A float between 0 and 1 with 1 being full speed would seem to me to be a sensible scale to use.
Posted: 19 Jul 2006, 10:27
by Min3mat
For the problem regarding the selection of non-mobile units with mobile units - some games will automatically filter out non-military units when a group selection is performed. Perhaps Spring could do something similar and filter out non-mobile units when a group of units is (box) selected. Either that or simply allow move commands when both mobile and non-mobile units are selected.
custom buttons FTW. find the 'custom keys' or w/e in your spring dir (NOT the uikeys.txt) and do a
all selected
remove from selection builders buildings (or however you do it)
set to ctrl m or w/e
Posted: 19 Jul 2006, 12:01
by TechnoTone
Thanks Min3mat. Can't believe I've never spotted that SelectionEditor.exe before.
I now have 2 new entries in my selectkeys.txt file:
Control_V Visible+_Not_Building_Weapons_Idle+_ClearSelection_SelectAll+
Shift_Control_V Visible+_Weapons+_ClearSelection_SelectAll+
p.s. What is FTW?
Posted: 19 Jul 2006, 12:04
by Guessmyname
FTW = For the win (Ie, 'It is very good')