#1046 closed enhancement (fixed)
[PATCH] Setting rally point on attackable entities
Reported by: | Jonathan Waller | Owned by: | maveric |
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Priority: | Nice to Have | Milestone: | Alpha 19 |
Component: | UI & Simulation | Keywords: | patch |
Cc: | Patch: |
Description (last modified by )
Players may want to set the rally point on an enemy entity and have the trained/ungarrisoned units attack. How should this be implemented for mobile enemies?
Attachments (6)
Change History (16)
comment:1 by , 12 years ago
comment:2 by , 9 years ago
Owner: | set to |
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Status: | new → assigned |
comment:3 by , 9 years ago
Milestone: | Backlog → Alpha 19 |
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by , 9 years ago
Attachment: | 1046.patch added |
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comment:4 by , 9 years ago
Description: | modified (diff) |
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Keywords: | patch review added |
comment:5 by , 9 years ago
Description: | modified (diff) |
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Summary: | Setting rally point on attackable entities → [PATCH] Setting rally point on attackable entities |
comment:6 by , 9 years ago
Setting a rallyPoint with moveAttack was already possible for every position in the map, see lines 492 and followings on that same file: when you simply pick a position, the rallyPoint will be to move your units there; but if you press Ctrl while picking the point, the rally Point will be to move-attack there. So this patch only adds the fact that, when the position is an enemy structure, you have by default the move-attack without the need for Ctrl ? I would still prefer to keep the choice to be able to simply move there.
I think the goal of this ticket was to have an attack order on a given entity (not move attack on a given position).
by , 9 years ago
Attachment: | 1046.2.patch added |
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comment:7 by , 9 years ago
well, I've not tested your new patch but I've the impression you miss a part there: you must add the new orders in simulation/helpers/RallyPointCommands.js otherwise I suppose you fall back to the default order (walk).
And you must also check what happens if the entity is moving and going out-of-los, or if you queue several attack orders. For example, if the first entity is killed or out-of-los, will it go directly to attack the second entity or will it first walk to the last known position of the first entity before ?
by , 9 years ago
Attachment: | 1046.3.patch added |
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by , 9 years ago
Attachment: | 1046.4.patch added |
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by , 9 years ago
Attachment: | 1046.5.patch added |
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by , 9 years ago
Attachment: | 1046.6.patch added |
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comment:10 by , 9 years ago
Keywords: | review removed |
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It would be nice if it could be a possibility to set a rally point of unit-prodution buildings to existing units.