Statistics: Posted by johnie102 — 25 May 2013, 21:36
-- Double right-clicking on an enemy will tell the selected units to attack that unit,
and then any other unit of that exact type!
* This makes economy raiding, or taking out AA, much easier.
-- Holding 'ALT' While doing this will tell units to attack that - and only that - type of unit.
* I don't think this is incredibly useful, but it wasn't hard to do and if it serves someone well
Statistics: Posted by Veta — 24 May 2013, 15:18
ULTIMATE Over-Kill Control:
WIP 19
Tired of having a handful of Percies, and seeing them all blast away at that one T2 Engineer?
/BulletMagnet sure is.
So i made a small mod that cleverly told weapons to pick a new target if their existing target was sure to die from the damage that already has their name on it.
The mod, fueled by my crazy mind, quickly evolved to include improvements for all homing weapons (SAMs and torpedoes alike), and a limited terrain checking system so your tanks don't simply sit next to a cliff and blast away at the cliff-face.
Further to the above, if you issue an attack order on something, then a move order shortly afterward; your selected units will prefer to target the recent attack targets over things nearby. If you want to tell a tank blob to "Shoot that ACU, while running the **** away" and not have them lay into the other, unimportant, units nearby straight after the move order - well now you can!
/BulletMagnet has more ideas and plans to include, but is a bit busy with RL to put them all in in one go.
Statistics: Posted by Veta — 24 May 2013, 14:53
Statistics: Posted by Golol — 19 May 2013, 00:24
Statistics: Posted by FunkOff — 19 May 2013, 00:09
Statistics: Posted by Golol — 19 May 2013, 00:01
Statistics: Posted by samoja — 18 May 2013, 21:06
Statistics: Posted by Veta — 18 May 2013, 17:57
Statistics: Posted by Golol — 18 May 2013, 16:50
Statistics: Posted by johnie102 — 18 May 2013, 16:18
Statistics: Posted by FunkOff — 18 May 2013, 07:23
Veta wrote:
Yes, this comes up on the FAF forums from time to time. Some Spring games over correct for this by adding separate target commands, e.g. select attack target, deselect attack target.
This may be unclear but let me try to articulate another possible solution. Instead of additional command types, target priorities could be integrated into traditional UI such that Attack-Walking (select+alt+right click) and then Shift+Attacking (...+shift+a+right click target) prioritizes selected targets if they are within range without altering the initial move command or adding an additional attack-move. Don't want to spam-click (...+right click target) for multiple target priorities? Give an Attack-Walk (select+alt+right click) followed by a Shift+Area-Attack (...+shift+a+right click+mouse drag) command. Then your com will priority target all units that were in that area.
If you want to normally Attack-Walk and then add a Shift+Attack you can still use the regular move command (select+right click) and Shift+Attack (...+shift+a+right click target). The commander still automatically attacks with regular move commands. You could decide whether the commander attempts to fire from max range (like supcom alt+right click) or moves directly to its goal with separate Fight/Return Fire stances.
If you want to add an Attack-Walk command you can use (...shift+alt+a+right click) instead of (...shift+a+right click).
Statistics: Posted by Veta — 18 May 2013, 02:14