Opened 12 years ago

Closed 9 years ago

Last modified 9 years ago

#1046 closed enhancement (fixed)

[PATCH] Setting rally point on attackable entities

Reported by: Jonathan Waller Owned by: maveric
Priority: Nice to Have Milestone: Alpha 19
Component: UI & Simulation Keywords: patch
Cc: Patch:

Description (last modified by maveric)

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)

1046.patch (730 bytes ) - added by maveric 9 years ago.
1046.2.patch (1.0 KB ) - added by maveric 9 years ago.
1046.3.patch (1.9 KB ) - added by maveric 9 years ago.
1046.4.patch (5.0 KB ) - added by maveric 9 years ago.
1046.5.patch (3.7 KB ) - added by maveric 9 years ago.
1046.6.patch (3.0 KB ) - added by maveric 9 years ago.

Download all attachments as: .zip

Change History (16)

comment:1 by Dmitry, 12 years ago

It would be nice if it could be a possibility to set a rally point of unit-prodution buildings to existing units.

comment:2 by maveric, 9 years ago

Owner: set to maveric
Status: newassigned

comment:3 by maveric, 9 years ago

Milestone: BacklogAlpha 19

by maveric, 9 years ago

Attachment: 1046.patch added

comment:4 by maveric, 9 years ago

Description: modified (diff)
Keywords: patch review added

comment:5 by maveric, 9 years ago

Description: modified (diff)
Summary: Setting rally point on attackable entities[PATCH] Setting rally point on attackable entities

comment:6 by mimo, 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 maveric, 9 years ago

Attachment: 1046.2.patch added

comment:7 by mimo, 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 maveric, 9 years ago

Attachment: 1046.3.patch added

by maveric, 9 years ago

Attachment: 1046.4.patch added

comment:8 by maveric, 9 years ago

There are some issues in patch but you can see how its going to work.

by maveric, 9 years ago

Attachment: 1046.5.patch added

by maveric, 9 years ago

Attachment: 1046.6.patch added

comment:9 by sanderd17, 9 years ago

Resolution: fixed
Status: assignedclosed

In 16680:

Allow setting rallypoint on enemy entities. Patch by maveric, fixes #1046

comment:10 by sanderd17, 9 years ago

Keywords: review removed
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