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Transport Unload in a square
Posted: 20 Jan 2007, 10:50
by Abokasee
Basiclly instead of unloading (or loading) there cargo of unit in circle deployment area, why not have them in a square?
It will be much more use your landing them on beach maps so that some of dont deploy one step to far
Posted: 20 Jan 2007, 12:10
by Crampman
All aeras orders should be square/circle, by example using a switch key.

Posted: 20 Jan 2007, 12:23
by KDR_11k
I still stand by my old proposal that unloading units should be done with a menu like the build menu so you can tell it which unit goes where.
Posted: 20 Jan 2007, 13:33
by LordMatt
Crampman wrote:All aeras orders should be square/circle, by example using a switch key.

There's a setting for this behavior in cmdcolors.txt IIRC.
Posted: 20 Jan 2007, 23:05
by AF
I'd like it if these unload/load areas were visible always even if the transporter isnt selected with shift being held.
Posted: 20 Jan 2007, 23:10
by trepan
There's only one area type command that can use either a
a circle or a rectangle, and that's the attack-units-by-area
command. It is controlled by 3 settings in
ctrlpanel.txt:
Code: Select all
// newAttackMode 1 // enable attack by area selection
// attackRect 1 // use a rectangular selection
// invColorSelect 1 // use color inversion instead of tinting
The other command that uses a selection map rectangle
(and always uses a rectangle), is
deathwait (which is also a
unit selection command).
Posted: 21 Jan 2007, 03:29
by LordMatt
IDRC.

Posted: 21 Jan 2007, 03:59
by trepan
Posted: 21 Jan 2007, 05:43
by ZellSF
There's a setting for this behavior in cmdcolors.txt IIRC.
IIRC = If I recall correctly.
You said he was wrong, and he answered IDRC. You really shouldn't have needed to look in an abbriviation dictionary to guess he meant "I didn't recall correctly".
Posted: 21 Jan 2007, 06:44
by trepan
Quite right, my bad

Posted: 21 Jan 2007, 06:58
by trepan
... back on topic (or at least a little closer):
I've tried a slightly different algorithm for unloading. It uses the transport's
travel direction towards the unloading area to pick the initial unloading
position. It then sweeps back and forth across across the circular area
tangential to the intersection with the first location . It seems to work fairly
well, corrects the unit-outside-the-map problem, and is probably a little
faster then random placement (air transports), and top down placement
(non-air transports). I'll also make it so that units can be unloaded at any
position suitable to them (maxSlope).
P.S. Shame on me for thinking that LM would bother posting "I Don't Really
Care". It's not his style. Guess I've had too much contact with Springers who
do make such posts...
Posted: 21 Jan 2007, 10:05
by hunterw
Nice!
trepan wrote:Guess I've had too much contact with Springers who
do make such posts...
+1

Posted: 21 Jan 2007, 15:25
by mongus
thanks!
I'll also make it so that units can be unloaded at any
position suitable to them (maxSlope).
Isnt that the way it currently works?
At times the unload possition is too far for naval tranports.. when that happens.. the unload place can be "recalculated" ... or at least force the unit to leave that order and continue , if i recall well, this transport ships just "jam" in that sutiations.
oh... just occured to me.. what happens with hover transports? at times, with hover transports... not all the times, but at times, its not very possible to determine the "incoming vector" with anticipation. this is beacuse the terrain sometimes forces the hover to (and bc of the big groundplate) take strange routes....
If the unload is done "from the middle" ... scattering to the sides... seems more possible to determine, in this case, where the units will end.
I will make tests once i can use those changes and post about it.
thanks!
Posted: 21 Jan 2007, 19:57
by LordMatt
I DO care! Good to see the outside of the map bug is fixed, it may be exploitable...
Posted: 21 Jan 2007, 20:32
by Peet
LordMatt wrote:I DO care! Good to see the outside of the map bug is fixed, it may be exploitable...
I've seen people hide their commander off the map.
Posted: 22 Jan 2007, 01:32
by j5mello
question did this make it into .74b3???
Posted: 22 Jan 2007, 01:34
by trepan
no, it did not.
Posted: 22 Jan 2007, 14:52
by zwzsg
Hey! I scripted those four unload formation shapes! With parametrable spacing and all!
Code: Select all
ooo
oxxxo +++++++++ +++++ ooooooo
ox213xo +ooooooo+ ooooo oxxxxxo
ox4 5xo +oxxxxxo+ xxxxx ox213xo
ox6 7xo +ox546xo+ 97680 ox405xo
ox809xo +ox213xo+ 42135 ox687xo
oxxxo oxxxxxo
ooo ooooooo
But I guess that is irrelevant since I'm talking about some script forced hard unload, while you're talking about the regular unload with the interface and engine. I'd like to say maybe the code to draw those formation could simply been moved from BOS to CPP, save that my code was written with the goal of saving variables and not of being easy to read understand and maintain, plus it's interweaved with TA specific script bits to check if the unit followed etc... Not to mention the main problem of how the player would select the shape remains.