Placing building footprints over each other.

Placing building footprints over each other.

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krogothe
AI Developer
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Joined: 14 Nov 2005, 17:07

Placing building footprints over each other.

Post by krogothe »

I know its not exactly a bug and it was in OTA, but whats the purpose of being able to place building footprints one over the other, especially for the same builder? Sometimes you want to build a HLT then put dragon teeth around it, but you have to wait till it actually started (and its a pain when youre setting 20-order long BOs) before you can use the shortcut to surround it. Unless there is an advantage to being able to place footprints over each other WITH THE SAME BUILDER, could we make it so the shortcuts for surrounding work on footprints and you cant accidentaly place one over the other, delaying your queue for ages till the unit realized theres a building there and it wont move?

thanks
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jcnossen
Former Engine Dev
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Joined: 05 Jun 2005, 19:13

Post by jcnossen »

You could write it yourself and submit a patch...:)
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krogothe
AI Developer
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Joined: 14 Nov 2005, 17:07

Post by krogothe »

I would if i wasnt busy attempting to make the worlds best AI (and as you saw yourself theres a LOT to be done) :twisted:
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ILMTitan
Spring Developer
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Joined: 13 Nov 2004, 08:35

Post by ILMTitan »

I've been looking for something somewhat simple to do to get my feet wet. I have the source, but I can't seem to find where the original option for the surround command is.
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krogothe
AI Developer
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Joined: 14 Nov 2005, 17:07

Post by krogothe »

ILMTitan wrote:I've been looking for something somewhat simple to do to get my feet wet. I have the source, but I can't seem to find where the original option for the surround command is.
I dont know either, but try doing a search for ctrl, shift etc (the hotkeys) then seeing where they lead you. Did i mention youre such an amazing guy??? :wink:
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ILMTitan
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Post by ILMTitan »

Thank you, but don't go spouting my praises until I actually code it up. I've spent a full day sorting through the code, and haven't found where to add this yet. I am still working on it.
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jcnossen
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Post by jcnossen »

I think you would want to change CGuiHandler::GetBuildPos for this. It's in Game/UI/GuiHandler.cpp
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ILMTitan
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Joined: 13 Nov 2004, 08:35

Post by ILMTitan »

Thanks. I actually found that late last night. I just hope it doesn't become deprecated by Game/GUI/*. I'm going to have to figure out how the ray tracing works to find units, and write my own to find queued build orders. Hopefully I'll have it all done and tested by the end of the week.
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jcnossen
Former Engine Dev
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Post by jcnossen »

It probably will get deprecated yes..

If you have decent C++ skills you could help out jouninkomiko with the new GUI... :P
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ILMTitan
Spring Developer
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Joined: 13 Nov 2004, 08:35

Post by ILMTitan »

I'm generally more interested in command and control issues, such as making way points from factories cancelable, and changing the way patrol works so that you can queue up a one time command, such as an attack or build, and the unit will take that action and then return to its patrol path. I also have 0 experience with OpenGL.

Then again, I have kinda been looking for something to do...

I'll think about it.
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Min3mat
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Joined: 17 Nov 2004, 20:19

Post by Min3mat »

I'm generally more interested in command and control issues, such as making way points from factories cancelable
you can cancel move orders i know that much (from facs) is it really true you cannot cancel patrol orders? :\
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ILMTitan
Spring Developer
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Joined: 13 Nov 2004, 08:35

Post by ILMTitan »

Because a factory stores the orders it will pass on to the units it builds in a different place than the normal orders, the normal command canceling code is sidestepped. You can clear the entire queue of orders, but can not cancel individual orders from a factory.

I just checked and you can not cancel move orders from factories, as of the latest svn revision.
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