#1257 closed defect (fixed)
[PATCH] move the banner of spawn point along with the unit
Reported by: | Евгений | Owned by: | Itms |
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Priority: | Should Have | Milestone: | Alpha 17 |
Component: | UI & Simulation | Keywords: | patch |
Cc: | Patch: |
Description (last modified by )
If I set a spawn point of any buildings on unit that can transport people(like Aries), and move this units, the banner of spawn point not move, but people from this buildings will continue to go to the Aries. This can be confusing. Need to move the banner along with the Aries.
Attachments (1)
Change History (11)
comment:1 by , 10 years ago
Description: | modified (diff) |
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Keywords: | review patch added; spawn point removed |
Milestone: | Backlog → Alpha 17 |
Owner: | set to |
comment:2 by , 10 years ago
Summary: | move the banner of spawn point along with the unit → [PATCH] move the banner of spawn point along with the unit |
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by , 10 years ago
Attachment: | moving_flag.patch added |
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comment:6 by , 10 years ago
Keywords: | review removed |
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Thanks for the patch. I changed the recomputation of the rally point lines to only the current and (if existing) next line. (There are queued rally point lines (use shift to set them), and recomputing ones that don't change is useless and those call into the pathfinder)
It would be nice if you could take a look to not recompute those lines/markers if the rally point isn't displayed currently, but do so if the building is selected (and if that yields a noticable delay, which would be bad).
comment:7 by , 10 years ago
I would add some test in RallyPoint.GetPositions to avoid useless calls to cmpRallyPointRenderer.UpdatePosition:
either if (!this.data[i].target) replaced by if (!this.data[i].target OR !Engine.QueryInterface(this.data[i].target, IID_UnitMotion))
or if (this.pos[i].x == targetPosition.x AND this.pos[i].z == targetPosition.y) continue; before this.pos[i] = {"x": targetPosition.x, "z": targetPosition.y};
Hi everyone, this is a patch implementing this functionality. Please share your thoughts!
NB: This won't work for animals, because hunting orders are "gather-near-position" orders and do not target entities.