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Placing building footprints over each other.
Posted: 01 Jun 2006, 22:25
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
Posted: 02 Jun 2006, 00:31
by jcnossen
You could write it yourself and submit a patch...:)
Posted: 02 Jun 2006, 01:17
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)

Posted: 02 Jun 2006, 06:12
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.
Posted: 02 Jun 2006, 16:57
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???

Posted: 05 Jun 2006, 05:36
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.
Posted: 05 Jun 2006, 10:59
by jcnossen
I think you would want to change CGuiHandler::GetBuildPos for this. It's in Game/UI/GuiHandler.cpp
Posted: 05 Jun 2006, 21:04
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.
Posted: 06 Jun 2006, 00:24
by jcnossen
It probably will get deprecated yes..
If you have decent C++ skills you could help out jouninkomiko with the new GUI...

Posted: 06 Jun 2006, 05:22
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.
Posted: 08 Jun 2006, 14:42
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? :\
Posted: 08 Jun 2006, 19:02
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.