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 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.