Forged Alliance Forever Forged Alliance Forever Forums 2015-03-23T22:23:40+02:00 /feed.php?f=42&t=9377 2015-03-23T22:23:40+02:00 2015-03-23T22:23:40+02:00 /viewtopic.php?t=9377&p=96871#p96871 <![CDATA[Re: make units look and stay looking there]]>
thank you!

Statistics: Posted by rxnnxs — 23 Mar 2015, 22:23


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2015-03-15T01:42:56+02:00 2015-03-15T01:42:56+02:00 /viewtopic.php?t=9377&p=96109#p96109 <![CDATA[Re: make units look and stay looking there]]>
codepants wrote:
If you have radar up don't units turn as things approach them? I know I've seen turrets turn before something is in its sight or shooting radius because it shows up on radar.

I know this isn't *exactly* what you want but it's better than nothing.


I think that's "TrackingRadius", which, based on the values (usually between 1 and 2), is a multiplier of the max weapon range

Statistics: Posted by KrogothFTW — 15 Mar 2015, 01:42


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2015-03-08T12:53:28+02:00 2015-03-08T12:53:28+02:00 /viewtopic.php?t=9377&p=95642#p95642 <![CDATA[Re: make units look and stay looking there]]> It would be helpful if all units get a changeable countdown where they go back into homing position so that i can change this time when needed.
then i can show how it should be used and where it would be helpful in my eyes.
could your therefore finish this modification you already have so far? then the video is more easier to be made. then from there i can talk about diffrent units and so on..

A BIT DETAILED:
if you look at the PD, i even have to look if they swing back at some time, i think not.
it would be nice anyway to have a key/command where we could tell the unit where to look at.
right now, you have to use the fire-at-ground command to get the muzzle heading the right way, then press the stop button to stop the firing of the unit, then you go back in the normal firing stance.
this will not be the aim of this tiny mod. but would be very useful in my eyes.

as noted by codepants before, some static units do turn when enemy is in sight / or in radar range.
i wanted to check when arti is turning, but i would bet they start turning when the object is in firing range. i am going to test this (haha, i need time that i dont have).

then, the question is, when do they swing back? T2 arti is not i think.
so if you have them turned into your base because some fast unit passed by, they do not swing back.
this is another thing that could be quick solved with a key that lets you change with one klick (while or after pressing the (has-to-be-made) rotate-turret-button) the direction the unit/barrel is looking at.
this would be a key and it would still be micro, but thats good.
to help the player further, it would be nice to set a homing direction that could be set for all static units. and it should not only be a point on the map but also a north/west/South and so on direction.
if some units are selected it would be nice to set a point, but that would be the button talked about earlier. it would then be nice if the use of the set-view-button writes this point on the map/point of the compass into the units homing position. 5 secs (this could be changed by a slider for everyones needs and because it could be to low for situations i describe second paragraph later (about tanks) and too high for other situations) after the unit is destroyed and no other unit is present, even the arti should go back to the homing position that was given.

you could even think about giving some units in a formation different stances: half of them has a low homing counter, the other one a really high one.
if you are being attacked and being overrun (and have heavy units) half of them would look behind and fire in that direction (new units run inside their firing arc and they take those as the next unit they fire at, the other units with low homing counter swing right away back.
this would then also need a priority function because the homing zone shall be the number one priority for the unit and not the unit that is ne closest to the turret heading.. seems to be even the most complicated of the stuff i described so far.
i want to say it (again?) and make it clearer: this is what i think about (brainstorming), what would be nice is what I described "IN SHORT"


when tanks are moved, they could view in their homing direction even when they are patrolling or moving in a different direction.
it would be nice if the counter of the homing time could be changed via a slider.
who does not know this behavior: your units walk into a direction but the enemy is attacking from the side. you keep the direction of moving and your units shoot at one target that comes from behind.
but there are more (coming from behind). Just before the next enemy reaches fire range, the turrets of your units swing back to homing position. then they turn back and so forth. this could be solved by changing the counter of the homing popsition.

the homing position then could be reset by using the "right click and drag the direction of facing stance".
this is the way all of us use the formation plus facing "tactic".
also the attack button can be used to set not only the direction of the attack and the point to target but to look always in this direction.
if afterwards a new look directon is given, the move and attack commands should stay as ordered.
you could make zig zag movements towards the enemy, but the muzzles look always at the enemy. AWESOME!

needless to say that many of you are just thinkin "there is the thing you ask for" (formations).
but this is not quite right. ok, its ok for just this case, but when you do not want to change the formation (it also takes too long and they run around to formate again and eventually go inside enemies firing range) but only change the heading of the turrets to one side where the next attack comes from (i.e. you already see where it is coming from) this new function would come in handy.
this would also change a tiny bit of the tactics that can be used.
its not so that a formation is always facing the direction the formation is being attacked from.
right now the formation is the stroingest where it is looking at and positioned to.
if the facing of the turets can be chanbed, they could be "strong" against a surprise attack from either side (depending where the turrets a heading).
if you see a bomber approaching, you could set the heading of all AA untis into the apropriate direction.
this would also be true to all units like TMDs and so on.
to talk about this even further: you could take for instance 9 tanks and put them in a square. they all could face different directions and quickly fight "their" direction.
even a move order would not "destroy" given direction.
those who are a bit interested in formations and so on know that those formation existed by the roman empire (and surely before that) and even little tank groups all face a different direction.
now for those of you who throw unit after unit into batle, this would be too time consuming. for those why like tiny and little maps and also like to thingk strategic in even the "every unit counts" way, this would be another level of .. epicness ;-)

just to make it clear: this would be more than a tiny mod and this i do not expect to happen. i do not know if this would even be possible (as said in this thread before).
but if we could change the counter of the homing stance manually and lets say in future even in a way static and mobile with an own counter, that would make it possible for me tho test further the usability and usefulness.

P.S.:
when you start a game, ALL units look in the same direction. when built they look in the same direction. North VS south has therfore a littlel handycap for one side. to make it clear:
you build an T2 artillery and you needx it to fire into the crowd that is getting bigger and bigger. you are done building. now, this slow turret has to turn into the direction!
well, it depends where you are (i forgot which side). the once player has it facing the right way and it can fire right from the start, the other side has to wait for 180°.
this is now not possible because the orientation of the buildings has to be selected -> i think there were discussion about factories and facin direction..

P.S.2: even the ACU would profit from this: when you reclaim and even if you arre doing a clickfest, the commander is swinging back to his homing position->wasted time.
if the homing position could have a higer timeout, the ACU would not spin the commander dizzy.

Statistics: Posted by rxnnxs — 08 Mar 2015, 12:53


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2015-03-07T00:37:23+02:00 2015-03-07T00:37:23+02:00 /viewtopic.php?t=9377&p=95565#p95565 <![CDATA[Re: make units look and stay looking there]]>
units can move, so they can have attack from usually the front, when you attack, or you are usually facing them when defending as well, anyway, units approashincg each other have enough time to turn turrets beforehand, but buildings like tmd might not.

also units look silly when they dont face the front, but buildings look fine no matter how they face, and usually threats come from the same direction, so they dont need to turn more than once

Statistics: Posted by Exotic_Retard — 07 Mar 2015, 00:37


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2015-03-07T00:30:27+02:00 2015-03-07T00:30:27+02:00 /viewtopic.php?t=9377&p=95564#p95564 <![CDATA[Re: make units look and stay looking there]]> Statistics: Posted by Resin_Smoker — 07 Mar 2015, 00:30


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2015-03-06T21:52:56+02:00 2015-03-06T21:52:56+02:00 /viewtopic.php?t=9377&p=95548#p95548 <![CDATA[Re: make units look and stay looking there]]> I can only respond in short because I am very handicapped.

TMDs swing back. The best solution would really be: mobile and stat never swing back. Even When moving again it would be nice if they still look in the direction the last enemy was. Would also be handy and looking cool. When giving a formation right click this shall be overridden.

When giving an attack order they shall look where they attack.

When attacking ground, they should just look and shoot like normal but stay there forever.

I would love to test this and show (or describe in a vid after) what I want to achieve with that and what would be the benefit of it.
If you do not know what I mean with the above, I will make a vid and describe it.
Over and out and thanks a loT!

Statistics: Posted by rxnnxs — 06 Mar 2015, 21:52


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2015-03-03T17:15:22+02:00 2015-03-03T17:15:22+02:00 /viewtopic.php?t=9377&p=95202#p95202 <![CDATA[Re: make units look and stay looking there]]>
Let me know what you want to do as I'v the basic mod folder created and can mod anything pretty much.

Resin

Statistics: Posted by Resin_Smoker — 03 Mar 2015, 17:15


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2015-03-02T15:33:41+02:00 2015-03-02T15:33:41+02:00 /viewtopic.php?t=9377&p=95136#p95136 <![CDATA[Re: make units look and stay looking there]]>
Resin

Statistics: Posted by Resin_Smoker — 02 Mar 2015, 15:33


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2015-03-01T13:08:36+02:00 2015-03-01T13:08:36+02:00 /viewtopic.php?t=9377&p=95043#p95043 <![CDATA[Re: make units look and stay looking there]]>
Resin_Smoker wrote:
rxnnxs wrote:is it possible to just "switch" the turrent to home position off?
this would be a tiny mod, wouldn't it?

p.s., thanks for your input.



Via blueprint changes yes, otherwise weapon.lua would have to be modified to do his. In other words it's possible at least now that I know better what your asking.

Resin


could you do a quick and dirty mod for me to try? i have no idea but if its just some code lines (where you have to read hours beforehand to know what to do, and you know already) it would be really handy for me to try in sandbox games. or how to make a tiny mod out of it. wouldn't that be great?

Statistics: Posted by rxnnxs — 01 Mar 2015, 13:08


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2015-02-09T22:00:25+02:00 2015-02-09T22:00:25+02:00 /viewtopic.php?t=9377&p=93456#p93456 <![CDATA[Re: make units look and stay looking there]]>
I know this isn't *exactly* what you want but it's better than nothing.

Statistics: Posted by codepants — 09 Feb 2015, 22:00


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2015-02-09T00:51:03+02:00 2015-02-09T00:51:03+02:00 /viewtopic.php?t=9377&p=93332#p93332 <![CDATA[Re: make units look and stay looking there]]>
rxnnxs wrote:
is it possible to just "switch" the turrent to home position off?
this would be a tiny mod, wouldn't it?

p.s., thanks for your input.



Via blueprint changes yes, otherwise weapon.lua would have to be modified to do his. In other words it's possible at least now that I know better what your asking.

Resin

Statistics: Posted by Resin_Smoker — 09 Feb 2015, 00:51


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2015-02-08T16:41:03+02:00 2015-02-08T16:41:03+02:00 /viewtopic.php?t=9377&p=93235#p93235 <![CDATA[Re: make units look and stay looking there]]> this would be a tiny mod, wouldn't it?

p.s., thanks for your input.

Statistics: Posted by rxnnxs — 08 Feb 2015, 16:41


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2015-02-08T15:44:33+02:00 2015-02-08T15:44:33+02:00 /viewtopic.php?t=9377&p=93227#p93227 <![CDATA[Re: make units look and stay looking there]]>
rxnnxs wrote:
while discussing in the "Cybran split missile" thread about how this TML behavior can be changed,
a whish came up that many of you also will have but never wrote down as a wish:
in total annihilation it was possible, but if i remember correctly, they watch at the place where the last unit died or they went into the standard position.

my wish would be:
with the attack order (or attack land) the units move into the direction getting ready to shoot. when stopping this, they look there for a short time and then rotate back.
this back rotation just has to be stopped.
this way, they can react quicker when units come from this position.
even better, it would be good if they look in the direction (of the map) where they were told to look before the attack.

the normal behavior might be good in case the army is staing in line and facing that direction.
if using some units that have to face different dirctions, you have to turn the chassis into this direction.
while this would be true for movable units, this is not for stationary artillery or lets say tactical missile defense.
the tower, for instance UEF, has to rotate there and in very unhealthy situations (like splitting cybran missile) this reaction time means one shot missile less...

it would be also very useful for stationary artillery. after an enemy attack, they rotate back to where the commander said the threat is coming from.

what do you say?


I don't think this is possible without some serious changes being made to the game.

Resin

Statistics: Posted by Resin_Smoker — 08 Feb 2015, 15:44


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2015-02-08T14:30:54+02:00 2015-02-08T14:30:54+02:00 /viewtopic.php?t=9377&p=93218#p93218 <![CDATA[make units look and stay looking there]]> a whish came up that many of you also will have but never wrote down as a wish:
in total annihilation it was possible, but if i remember correctly, they watch at the place where the last unit died or they went into the standard position.

my wish would be:
with the attack order (or attack land) the units move into the direction getting ready to shoot. when stopping this, they look there for a short time and then rotate back.
this back rotation just has to be stopped.
this way, they can react quicker when units come from this position.
even better, it would be good if they look in the direction (of the map) where they were told to look before the attack.

the normal behavior might be good in case the army is staing in line and facing that direction.
if using some units that have to face different dirctions, you have to turn the chassis into this direction.
while this would be true for movable units, this is not for stationary artillery or lets say tactical missile defense.
the tower, for instance UEF, has to rotate there and in very unhealthy situations (like splitting cybran missile) this reaction time means one shot missile less...

it would be also very useful for stationary artillery. after an enemy attack, they rotate back to where the commander said the threat is coming from.

what do you say?

Statistics: Posted by rxnnxs — 08 Feb 2015, 14:30


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