Opened 12 years ago
Closed 12 years ago
#1515 closed enhancement (wontfix)
[PATCH] Hack and slash style selection control
Reported by: | picobyte | Owned by: | |
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Priority: | Should Have | Milestone: | |
Component: | UI & Simulation | Keywords: | hack slash movement attack |
Cc: | Patch: |
Description
Wouldn't it be great if we could control units as well in hack and slash style (e.g. like in diablo). For instance, we could use Ctrl+Left to order units, in the current selection, to move to the left, and use Alt+Left to attack units on the left.
Attachments (1)
Change History (5)
by , 12 years ago
Attachment: | directed_unit_movement.patch added |
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comment:1 by , 12 years ago
Keywords: | review added |
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Milestone: | Backlog → Alpha 12 |
Priority: | Nice to Have → Should Have |
Summary: | Hack and slash style selection control → [PATCH] Hack and slash style selection control |
comment:2 by , 12 years ago
The hotkeys conflict a with the camera movement. I changed them to Numpad keys (see below), but I'm not sure whether that is perfect, I've not included this change in the commit.
hotkey.camera.rotate.up = "Ctrl+Num8" ; Rotate camera to look upwards hotkey.camera.rotate.down = "Ctrl+Num2" ; Rotate camera to look downwards
comment:3 by , 12 years ago
I don't see any need for FPS style controls in 0 A.D. :) In an FPS or RPG you have usually one character you want to move around, and you see everything from their perspective (the camera is much less dynamic) and so it's very important to have that level of movement control, but it just doesn't seem to match a RTS where you have hundreds of units and individuals are far less important but camera control is critical.
Even if we wanted this, the hotkeys would certainly need to be changed to avoid conflict, the camera controls must stay the way they are since not everyone has a number pad. Arrow keys and QEWASD are basically untouchable as default hotkeys ;)
comment:4 by , 12 years ago
Keywords: | review removed |
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Milestone: | Alpha 12 |
Resolution: | → wontfix |
Status: | new → closed |
units move relative to the camera now. we still need to compute how far we can go