Selen managment

Moderator: keyser

Selen managment

Postby Ithilis_Quo » 08 Oct 2015, 14:53

Selen is great because full invis ability when dont move/fire what we all know.

But it have hard managment to stay on place, not be selected and not fire. So i got solution:

- add (cloak) ability to selen
when turned on: selen have cloak (of course) gun turned off and cant move
when turned off: selen dont have cloak (of course) gun turned on and can move

reasult: selen can be much easyr manage on map, and stay on place also when is near selen ally army, also its more noob freindly as hold fire, that not all begginer have clue about

When know how to code it, and want to help me make prototype, your help is wealcome
(know how to add ability, but im not 100% sure about how to hold fire/move on off)
"Fixed in Equilibrium" Washy
User avatar
Ithilis_Quo
Supreme Commander
 
Posts: 1390
Joined: 29 Dec 2012, 15:55
Location: Slovakia
Has liked: 395 times
Been liked: 181 times
FAF User Name: Ithilis

Re: Selen managment

Postby Col_Walter_Kurtz » 08 Oct 2015, 15:15

That is pure genius
Col_Walter_Kurtz
Priest
 
Posts: 497
Joined: 28 Jul 2014, 10:42
Has liked: 42 times
Been liked: 45 times
FAF User Name: Apocalypse_Now

Re: Selen managment

Postby wasdf » 08 Oct 2015, 15:52

I use an UI mod that lets me lock certain units out of selection with a button press, you can still move the unit again by manual clicking. I think it's UIparty that gives this functionality.

Edit: with manual clicking i mean selecting the unit whithout other units in the selection (and pressing the button again to unlock)
wasdf
Avatar-of-War
 
Posts: 81
Joined: 17 Feb 2015, 13:47
Has liked: 0 time
Been liked: 4 times

Re: Selen managment

Postby quark036 » 08 Oct 2015, 17:05

Ithilis, I think you can use SetBlockCommandQueue (its in the luadoc) to keep it from moving, then combine that with the uiparty bit about being unselectable unless you just select that unit, then change the fire mode to hold fire.
quark036
Avatar-of-War
 
Posts: 165
Joined: 11 Mar 2015, 03:17
Has liked: 10 times
Been liked: 26 times
FAF User Name: Quark036

Re: Selen managment

Postby JaggedAppliance » 08 Oct 2015, 18:24

It is difficult to manage selens like that but a lot of people use selen deselect which helps a lot. However I think selens are too powerful when you can use them so easily.
"and remember, u are a noob, u don’t have any rights to disagree" - Destructor

My Youtube channel with casts > https://www.youtube.com/c/jaggedappliance
My Twitch > https://www.twitch.tv/jaggedappliance
JaggedAppliance
Councillor - Balance
 
Posts: 641
Joined: 08 Apr 2015, 14:45
Has liked: 734 times
Been liked: 313 times
FAF User Name: JaggedAppliance

Re: Selen managment

Postby keyser » 09 Oct 2015, 15:59

yes what you are asking is already done by selen deselect ui. Furthermore this is a big buff of the unit. (that's why selen deselect ui is considered to be borderline cheating)
Zockyzock:
VoR is the clan of upcoming top players now
keyser
Councillor - Game
 
Posts: 1870
Joined: 17 May 2013, 14:27
Has liked: 424 times
Been liked: 540 times
FAF User Name: keyser

Re: Selen managment

Postby Ithilis_Quo » 09 Oct 2015, 16:19

its not buff, its make unit less anoying. When its selent then too strong, then its need to do soemthign with selen to not be too strong and not make him more annoying.
PS: thx for tip, i check code on that mode.
"Fixed in Equilibrium" Washy
User avatar
Ithilis_Quo
Supreme Commander
 
Posts: 1390
Joined: 29 Dec 2012, 15:55
Location: Slovakia
Has liked: 395 times
Been liked: 181 times
FAF User Name: Ithilis

Re: Selen managment

Postby keyser » 09 Oct 2015, 17:06

when you make a unit more easily microable, it's a buff.
Zockyzock:
VoR is the clan of upcoming top players now
keyser
Councillor - Game
 
Posts: 1870
Joined: 17 May 2013, 14:27
Has liked: 424 times
Been liked: 540 times
FAF User Name: keyser

Re: Selen managment

Postby Ithilis_Quo » 09 Oct 2015, 17:42

that code is quite complicate, probably to be used as ui mod... hmm


Its not exaktli buff, its remved anoyngnes. When you will need click 4 time on scout to use radar, that radarwill be same, only its super annying. Selen is same principle, you can already use him for this function, only ist super anoing. selen is maybe too good, and when will not be use him for ambush scouting so anoying maybe would be op, maybe already is. But then we need tweak him to not be op, maybe add energy consuption on cloak, and not let him ussles/very hard to use because use him corectly is so anoying.

are here some more educated coders, who can write me simply lines that would also be corect and work:

Code: Select all
if function(cloak) = 1 (on)
then turn gun off
and
change unit select category (for something that is not military/enginering unit)


and same as oposite when is funtion cloak off...

i try multiple lines, but everyone have some fatal mistake and didnt work :/
"Fixed in Equilibrium" Washy
User avatar
Ithilis_Quo
Supreme Commander
 
Posts: 1390
Joined: 29 Dec 2012, 15:55
Location: Slovakia
Has liked: 395 times
Been liked: 181 times
FAF User Name: Ithilis

Re: Selen managment

Postby rxnnxs » 09 Oct 2015, 19:54

look at:
/viewtopic.php?f=41&t=9678
there is already a new version. but the selection lock can maybe used for this purpose.

also it would be nice, that all units, regardless what unit type, is not selected when set to ground fire.

and the ground fire ..
right now it can be set by a key that rotates the states.
of course it would be awesome if one key toggles both modes.

but maybe the new mod serves all your needs..:
viewtopic.php?f=41&t=9776#p98269
- unit lock feature. hit the lock key and the unit will be locked (a little padlock symbol is drawn). Now it will be filtered out of any selection that contains locked and unlocked units. Shift key overrides this behavior back to normal.
User avatar
rxnnxs
Priest
 
Posts: 346
Joined: 14 Feb 2013, 14:55
Has liked: 92 times
Been liked: 24 times
FAF User Name: rxnnxs

Next

Return to FAF Suggestions

Who is online

Users browsing this forum: Google [Bot] and 1 guest