Opened 10 years ago
Last modified 10 years ago
#2651 new enhancement
[ATLAS] Make walls constructable like ingame (reuse code?).
Reported by: | Radagast | Owned by: | |
---|---|---|---|
Priority: | Should Have | Milestone: | Backlog |
Component: | Atlas editor | Keywords: | Atlas, walls |
Cc: | trompetin17 | Patch: |
Description
Currently walls have to be placed very carefully and even have to be rotated manually if constructing a wall out of segments.
It would be nice if placing walls would work like ingame in 0AD where 1) click on a map position for defining a start point. 2) click on an end position to define an point. Atlas places segments in a straight line from being to end position.
Change History (2)
comment:1 by , 10 years ago
comment:2 by , 10 years ago
Indeed, manual placement might sometimes be required.
@trompetin17: answering your question. 01:52 < rada> @tell trompetin17 indeed a bit hard to figure out:
It's a Engine call in session GUI files: Engine.GuiInterfaceCall("SetWallPlacementPreview", { ... }); SetWallPlacementPreview returns a list of valid entities (out of the entities that belong to the wall set). In the C++ code the walls will be created then.
gui/session/input.js Check GuiInterfaceCall in the C++ gui scripting interface. At least that's my best guess.
There should still be the option to place pieces manually (for cases the automated builder doesn't allow) but this is definitely a good idea.