What units should be able to Fight?

What units should be able to Fight?

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Jools
XTA Developer
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Joined: 23 Feb 2009, 16:29

What units should be able to Fight?

Post by Jools »

There was an old thread somewhere with a request to remove Fight from the mobile fusion vehicle and other similar issues. So I removed wait, stop and fight from a bunch of units. For example, Energy Storage can no longer stop or wait, and I think everybody agrees with that.

But apparently Fight has a meaning for some units, such as builders. It orders them to proceed to a point and reclaim/repair things along the way. So I put the fight command back tyo all builders. What more units require Fight? Air scouts? Spies?

Note that if you just want to remove the button there's a widget for it: hide commands. It's included in xta but not enabled by default. But it hides the button but leaves the command.

But there's the issue with fight commmand enabled that maybe the average user selects a bunch of units and orders them to fight, and expects this to only apply on units that can actually fight (as in fight with a sword). Maybe also sending a lot of other stuff with this command is confusing.

Here is xta:s hide commands widget for reference: http://code.google.com/p/xta-springrts/ ... mmands.lua
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CarRepairer
Cursed Zero-K Developer
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Joined: 07 Nov 2007, 21:48

Re: What units should be able to Fight?

Post by CarRepairer »

Non-combat units that accompany others on the battlefield should have a fight command because a player will grab a bunch of units and issue a fight command to bring them to the front line. But units without the command will stay behind. In ZK, this was an issue when Cloggers didn't have a fight command because they have no weapon. It was later fixed I think by giving them a fake weapon or something.
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Jools
XTA Developer
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Joined: 23 Feb 2009, 16:29

Re: What units should be able to Fight?

Post by Jools »

You can enable the fight command in unitdef. The tag is called canFight. I don't think they need any weapons.
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NeonStorm
Posts: 173
Joined: 23 May 2012, 18:36

Re: What units should be able to Fight?

Post by NeonStorm »

It would be best to enable stop for all units.
Because if you want a mobile fusion to stop moving, what do you do?

Fight could be replaced with move for some units.
I am missing some sort of coordinated move where units arrive instead of start walking at the same time on some spot.
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