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How about a "Patrol"-key?
Posted: Wed May 03, 2017 8:07 am
by GeneralMelon_gone
Might be overpowered, might be good. Starcraft has this. Pressing P and then selecting a tile would make the unit attack-move between its current position and the clicked tile. Could be especially good for dogs or air units, as base defence.
Posted: Wed May 03, 2017 9:06 am
by OMnom
Posted: Wed May 03, 2017 10:02 am
by Sleipnir
Putting bounties on undiscussed/undeveloped ideas is generally a bad idea, unless you are happy to give Bountysource free money.
They rarely influence our choices to implement a feature, and if an idea is not wanted by the dev team then it will not be implemented, and the bounty is wasted.
Posted: Wed May 03, 2017 2:37 pm
by MustaphaTR
RA2's waypoint system allows creating patrol loops that are not just between 2 cells, but also in even more complex/wierd shaoes, i would love to see that implemented in OpenRA too.
Posted: Wed May 03, 2017 6:38 pm
by ShadowAssassin
I issued a Github suggestion about it once
https://github.com/OpenRA/OpenRA/issues/10470
which seems to me being in the TS to-be-added features.
However I'm not sure this is transferrable to RA (but maybe !)
Posted: Thu May 04, 2017 8:58 am
by AoAGeneral1
The closest thing to a patrol command is the Guard command. They guard the units well enough but it becomes a problem when the unit starts attacking. When the unit attacks it loses its guard command and doesnt follow the unit anymore. (Even when the unit kills the one it is firing at).
So this might need to be fixed first before the patrol command can be done.
Posted: Fri May 05, 2017 6:31 pm
by Chimpo
I think waypoints would be fine as a variaton on the rally points we already have but patrols, ie loops probably not.
Posted: Sat May 06, 2017 9:27 am
by eskimo
Forgive me, but shift+A+many clicks?
Or Force Move+shift