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Display arc for limited arc weapons
Posted: 27 Feb 2007, 18:43
by KDR_11k
It would be useful for units with weapons that can fire only in a certain arc to have that arc displayed when you display their weapon ranges (e.g. when you press A or hold shift over one of them). That way a player can better see what area his units can shoot at in their current positioning.
Posted: 27 Feb 2007, 21:29
by Peet
+1!
Posted: 27 Feb 2007, 21:31
by tombom
This would be really useful.
Posted: 27 Feb 2007, 21:37
by FLOZi
+1 for sure.
Some way of displaying them for defences when placing them would be nice, too...
Posted: 28 Feb 2007, 02:59
by Argh
+1, this would be really useful for debugging their behavior, too.
Posted: 01 Mar 2007, 05:53
by bwansy
Argh wrote:+1, this would be really useful for debugging their behavior, too.
Yes, like in some older versions of Nanoblobs, the archer could only fire to its right side (or the left? either one).
+1
Posted: 01 Mar 2007, 22:25
by manored
Good idea! If possible the shot dispersion should be show too.
Posted: 02 Mar 2007, 00:45
by trepan
Enabled with .cheat

Posted: 02 Mar 2007, 01:07
by AF
=( itd be useful if we could play without .cheat and have this otherwise ppl will just do .give 1000 corecom
Posted: 02 Mar 2007, 01:17
by trepan
My intention was to provide a feature for debugging, not for game play.
If someone wants to tweak it after I've committed the code, then that's
fine by me (probably as a rendering option instead of .cheat).
Posted: 02 Mar 2007, 01:37
by smoth
if it can be done via .cheat.. could you make a code that would toggle it? That way we can call it through luaui?
Posted: 02 Mar 2007, 01:46
by trepan
.cheat is not a local command (host only, affects all players).
It should never be during normal game play.
Posted: 02 Mar 2007, 02:29
by smoth
cool cool, just asking :)
Posted: 02 Mar 2007, 11:54
by Warlord Zsinj
Perhaps simplified so that it is only an arc rather then a cone, and then cut it out of the range circle? Or would that be too stressful...
Posted: 02 Mar 2007, 13:31
by yuritch
Turning the cone into an arc would be uninformative in some cases (for ex. if the firearc is pointed upwards, like for an AA weapon).
I wonder what the firearc display for a unit with multiple weapons will look like? Won't the different cones overlap so much as being impossible to tell apart?
Posted: 02 Mar 2007, 14:22
by KDR_11k
I think maybe arc display should be default with a tag (per unit or per weapon?) to say whether the unit would need cones for proper display. Few units will use cones that aren't designed to restrict the aim in the XZ plane.
While we're at it it would be nice if we could define the horizontal and vertical traverse separately so e.g. artillery with fixed guns that still move up and down don't care about height or tanks with turrets can't aim at things directly above them.
Posted: 02 Mar 2007, 15:50
by yuritch
KDR_11k wrote:...tanks with turrets can't aim at things directly above them.
I think this is possible already. Set WeaponMainDir to point down (0 -1 0 AFAIK) and set arc to 240 degrees. That should limit the gun to +30 degree vertical angle.
Since the tank will rarely (if ever) find valid targets under itself (except while flying in a transport or from an explosion), this won't even cause strange looking animations.
Posted: 02 Mar 2007, 17:54
by manored
You tough you guys had meant the whole tragetory of the shots... (showing how the shot will fly if you tell the unit to shot that place)
Posted: 23 Apr 2007, 08:38
by KDR_11k
After seeing this in action I'm confused. The arcs seem to display the current aiming vector and the tolerance. What does tolerance even do? What we wanted the arcs to do was display the WeaponMainDirX and MaxAngleDifX cone.
Posted: 23 Apr 2007, 09:16
by trepan
I dropped the ball and went on to greener pastures (got tired of
the nagging I was getting at the time). I'll disable the current code
as it isn't exactly what everybody wants.