Hold Fire Needs Stop Command

Hold Fire Needs Stop Command

Discuss your problems with the latest release of the engine here. Problems with games, maps or other utilities belong in their respective forums.

Moderator: Moderators

Post Reply
User avatar
Dragon45
Posts: 2883
Joined: 16 Aug 2004, 04:36

Hold Fire Needs Stop Command

Post by Dragon45 »

Apologies; i havent checked the Mantis tracker if this has been psoted or whatnot already.

What I've noticed for a long time is that assault units that are targetting something and are set to Hold Fire need to be manually STOP'ed to actually stop aiming. Otherwise they hunt/kill their target before actually going to Hold Fire mode. Its a bit annoying, for example, this is a bit of a pain for cloaking units and adds unncecessary micro.

Anyone want to agree/disagree/neuter me?

I decided to post this now because we more or less have a new ver incoming - and i figured heck, why not? ^_^
User avatar
Peet
Malcontent
Posts: 4384
Joined: 27 Feb 2006, 22:04

Post by Peet »

Thing is, that would prevent a unit from firing at all when it's on hold fire.
I often keep my berthas on hold, then tell them to target specific things. If your feature were implemented, that wouldn't work.
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

No, not like that. What he means is that when set to hold fire it'll stop attacking something it's attacking as a result of being on fire at will. Not things manually targetted.

While we're on the subject, a unit should automatically know to stop firing on something it's trying to capture, too.
User avatar
Dragon45
Posts: 2883
Joined: 16 Aug 2004, 04:36

Post by Dragon45 »

Caydr wrote: While we're on the subject, a unit should automatically know to stop firing on something it's trying to capture, too.
I disagree with that last point. There's too many variables factored in into a solid capture attempt; distance, weapon firing range, speed, etc. There's no way any unit AI could guage al lthat according to what a player thinks would be best. What's really needed in regardting to capturing is a shortcut key for capture.
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

You can define hotkeys easily.

I don't mean to derail, let me just add this and I'll shut up: I don't mean that it should stop firing the instant the capture order is given, I just mean that a unit should not fire on something that it is actively capturing, like with the nanolathe and all that, actually performing the deed of capturing.
malric
Posts: 521
Joined: 30 Dec 2005, 22:22

Re: Hold Fire Needs Stop Command

Post by malric »

Dragon45 wrote: Anyone want to agree/disagree/neuter me?
Agree.
esteroth12
Posts: 501
Joined: 18 May 2006, 21:19

Post by esteroth12 »

e: nvm, im stupid
User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

Caydr wrote:You can define hotkeys easily.

I don't mean to derail, let me just add this and I'll shut up: I don't mean that it should stop firing the instant the capture order is given, I just mean that a unit should not fire on something that it is actively capturing, like with the nanolathe and all that, actually performing the deed of capturing.
Make the weapon jam when the nanolathe is active.
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

And then your unit can't build and defend itself at the same time.
User avatar
PauloMorfeo
Posts: 2004
Joined: 15 Dec 2004, 20:53

Post by PauloMorfeo »

I honestly don't know. It kind of makes sense.
Hold Fire = Do not engage enemies != Do not fire at already engaged enemies.

But i am cool with either way because, most of the times, that change is intended to means to also stop firing.
User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

I usually hammer on stop after setting a unit to hold fire to make sure it really doesn't fire. That should not be necessary.
Post Reply

Return to “Help & Bugs”