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 historic_bruno, 10 years ago

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.

comment:2 by Radagast, 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.

Last edited 10 years ago by Radagast (previous) (diff)
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