There is one thing that has been bugging me HEAPS
In most RTS games, you can set a unit to not 'auto-attack', then manualy choose targets for them - They will only attack when you say so, and once the target is dead they won't aquire a new target till you tell them to.
Now, Supreme Commander has a 'hold fire' command, but when you switch units to this mode, and try to issue an attack command they refuse to fire untill you change them back to fire at will or attack ground...
Would it be possible for some one to alter the Hold fire mode, to allow you to issue manual attack commands??
The main use would be for artilery and such. I want to be able to easily direct artillery fire without them fireing all over the map once the target is gone, and without having to change them between 'attack ground' and 'hold fire' all the time|||not at all a bad idea. if you can wait about 48 hours (final final exam is in 24 hours time, so first things first), I could cobble together this out of some UOKC code.|||BulletMagnet|||Isn't the icon between 'Hold Fire' and 'Return Fire' called 'Attack Ground'?
I believe it is. The name is misleading, but last I checked it can be used to do what you are asking for.|||Kahooli|||BM, if you can....
Alter Attack ground to be like this (not Hold fire). It'd still be nice to have something that will cause a unit not to fire at all, yet have a mode that you can manually assign targets without it auto-picking.
Honestly, I'm surprised Attack Ground even auto picks a target... and the fire state name of "Return Fire" is so misleading for those of us who used to play TA. |||Oooh if we're doind requests for UOKC.
Can you add a "sticky fire", I think this was suggested before but if not:
Say you have a bunch of tanks and your enemy has a group of tanks and arty. You need to destroy the arty asap so you select all your tanks, press "Sticky Fire" and click an enemy (or even your own) arty. Then, when the forces engage, if there is an enemy arty in range, your tanks will drop others targets and engage the new ones. This way you don't have to micro to ensure that the arty will die first.
You'd also need a "Clear Sticky Fire" button, to drop priorities if needed.|||crap. I forgot I said I'd do this. after exams, I kinda' got onto the terps' a bit (WHOOO! no more exams, lets get our drink on sort of terps'), then started learning C#.
that sticky fire you suggested has been done before, by Neruz. it's a mod unto itself, and I don't plan on implementing that one at all. sorry.
anyway, I think having attack ground be not-shooting-enemies-but-at-manually-specified-patches-of-dirt makes the most sense. I'll aim for doing something that way. I also need to fix UOKC's desync issue too (which I have no idea how to find, let alone fix).|||BulletMagnet|||Hey bullet, could you please upload the sticky fire mod from Neruz to your page, the vault is EVIL.|||It's not on the Vault.|||But where to download the sticky fire mod then? Please donate a link |||Neruz doesn't have a copy any more, but he said try RTSCommunity.|||It was target priority changer, not a sticky fire mod. It would work just as you said, except with categories instead of individual units.
RTSCommunity downloads are corrupted, and I don't think it's even the newest version ( there are huge differences between the first and the latest version )
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