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FBI: range1=500; range1rgb=1 0 0;
Posted: 12 Sep 2006, 21:26
by Caydr
For dummy range circles if shift is held down. Would be useful for units that don't have weapons but still have an applicable range, like jammers. If the color could also be defined, we could have several of them, each representing something different. On same scale as weapon ranges.
Posted: 12 Sep 2006, 21:44
by KDR_11k
And before someone claims that can be done better by making jammer ranges visible, I'm using a dummy weapon to show the range of a refinery in GINTA. The behaviour is defined through a COB so Spring wouldn't even know that range exists.
Posted: 13 Sep 2006, 03:13
by FizWizz
'twould be great for things like nanotowers with a range that is un-knowable in the game.
Posted: 13 Sep 2006, 08:11
by KDR_11k
Builder range could use a circle displaying it anyway... AFAIK +ranges did show that in OTA.
Posted: 13 Sep 2006, 19:00
by PRO_Muffy
KDR_11k wrote:Builder range could use a circle displaying it anyway... AFAIK +ranges did show that in OTA.
And if OTA does it, why can't Spring?

Posted: 13 Sep 2006, 19:06
by Soulless1
but I'm thinking Cadyr's suggestion is still the best as it is more flexible for modders

Posted: 13 Sep 2006, 19:12
by FizWizz
Truth.
Posted: 14 Sep 2006, 20:18
by Caydr
FizWizz wrote:'twould be great for things like nanotowers with a range that is un-knowable in the game.
This appears to already be there in .73, unless I'm dumber than usual today.
Posted: 15 Sep 2006, 18:08
by VonGratz
Good idea!Perhaps green for nanos, red for jammers blah blah..
VonGratz

Posted: 15 Sep 2006, 18:16
by KDR_11k
It already IS green for nanos.
Posted: 15 Sep 2006, 23:39
by VonGratz
OOOOOOOOOOOOPs
VonGratz

Posted: 23 Sep 2006, 18:28
by zwzsg
Use custom weapons scripted to never finish their aiming.
Posted: 23 Sep 2006, 19:05
by KDR_11k
That does slightly influence unit behaviour and doesn't allow assigning different colors to the rings, though. And workarounds suck.
Posted: 23 Sep 2006, 19:54
by Caydr
KDR_11k wrote:That does slightly influence unit behaviour and doesn't allow assigning different colors to the rings, though. And workarounds suck.
Yeah, exactly... using that workaround (which I use extensively already), there's no way to have multiple rings or special-colored rings.
For instance, I might color-code a doomsday machine with a blue ring, a green ring, and a red ring, each showing how far its particular weapons can fire.