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Distribution click action mode #1993
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…tion # Conflicts: # CREDITS.md # docs/Whats-New.md # src/Commands/Commands.cpp # src/Phobos.INI.cpp # src/Phobos.h
…tion # Conflicts: # CREDITS.md # docs/Whats-New.md
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@Metadorius Any issue other than #1949 (review)? |
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TODO:
@Metadorius Please confirm the above summary, or supplement/correct the incorrect parts. |
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@TaranDahl yeah, correct, there was also a comment about implementing press-and-drag mode (and not sure if the "same type" (infantry/buildings/vehicles/etc) is needed, since we have "same armor" mode). CrimRecya said it's too problematic, however I don't really see why, since we already have drag selection and we could reuse drag selection to calculate the radius. |
I think there is not enough labor force to add more features. |
This isn't a feature though? It is just a somewhat small improvement that brings it in line with how modern games do it.
From that you could calculate 2 points, get world coords via function above, use this info to draw a corresponding circle and set the mode to such. I am not sure what is complex here. If needed I can send my decompile for this. |
Reopen #1453 again.
Documents:
[ ]Distribution Mode Spread / Filter / EnableAllowSwitchNoMoveCommandhotkey. If the behavior to be executed by the current techno is different from the behavior displayed by the mouse, and the behavior to be executed will make the techno move near the target, the behavior will be replaced with area guard. Regardless of whether or not switch hotkey is used, default behavior can be changed throughDefaultApplyNoMoveCommand.AllowDistributionCommand. The new behavior is like using the selected objects one by one to click on each target within the range.AllowDistributionCommand.SpreadMode&AllowDistributionCommand.FilterModeallow you to set spread range and target filter by hotkeys, which default toDefaultDistributionSpreadModeandDefaultDistributionFilterMode.AllowDistributionCommand.SpreadModeScrollset to true;None, it is the default behavior of the game. If the range is not zero at this time, a green ring will be displayed. You can adjust the filter mode to:Like- only targets with the same armor type (Completely identicalArmor) will be selected among the targets allocated in the range. At this time, a blue ring will be displayed.Type- only targets of the same type (like infantries, vehicles or buildings) will be selected among the targets allocated in the range. At this time, a yellow ring will be displayed.Name- only targets of the same name (or with the sameGroupAs) will be selected among the targets allocated in the range. At this time, a red ring will be displayed.AllowDistributionCommand.AffectsAllies&AllowDistributionCommand.AffectsEnemiesallow the distribution command to work on allies (including owner) or enemies target. If picking a target that's not eligible, it'll fallback to vanilla command.DistributionModein theButtonListofAdvancedCommandBarandMultiplayerAdvancedCommandBar.sidec0x.mixfiles which correspond to different sides, with the namebutton12.shp.TXT_SWITCH_NOMOVE,TXT_DISTR_SPREAD,TXT_DISTR_FILTER,TXT_DISTR_HOLDDOWN,TXT_SWITCH_NOMOVE_DESC,TXT_DISTR_SPREAD_DESC,TXT_DISTR_FILTER_DESC,TXT_DISTR_HOLDDOWN_DESC,MSG:DistributionModeOn,MSG:DistributionModeOff,TIP:DistributionModeinto your.csffile.In
rulesmd.ini:In
ra2md.ini:In
uimd.ini: