little suggestions

Discussion about the game and its default mods.
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psydev
Posts: 84
Joined: Sat Mar 31, 2012 4:49 am

little suggestions

Post by psydev »

When infantry come out of the barracks, can they be attack-moving by default instead of just moving?

earthpig
Posts: 31
Joined: Sat Apr 21, 2012 1:10 am

Re: little suggestions

Post by earthpig »

psydev wrote: When infantry come out of the barracks, can they be attack-moving by default instead of just moving?
Done. It's ugly, hacky, crappy, inelegant, and someone with OCD will have to fix it before including my solution into stable but it does work.

Here are three of my dudes, AttackMove-ing to their Rally Point: http://dl.dropbox.com/u/1832211/AttackMoveRally.png

(note the location of the rally point, and the barracks.)

And, if accepted this will be my very first contribution to an Open Source project.

Now if only I can remember how this git thingie works...
Last edited by earthpig on Tue Apr 24, 2012 10:31 am, edited 1 time in total.

earthpig
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Joined: Sat Apr 21, 2012 1:10 am

Post by earthpig »

For the developers...

Here: https://github.com/earthpig/OpenRA-ep/b ... duction.cs

Lines 91, and the absolute abomination starting at line 134.

(I'm such a noob that, really, I have no idea how to call that instead of just copy/pasting it... this whole "class" thing was just covered in "intro to c++" one lecture ago.)

MaxD
Posts: 13
Joined: Wed Apr 18, 2012 12:26 pm

Post by MaxD »

It also would be great to have second war factory or second barracks automatically as default building as soon as you build it.

This was the original behaviour of the game and it would be very very useful when you do surprise attacks with mcv.
How many times did I build my barracks in enemy territority, waited for my soldiers to come out and then realized I had not rightclicked it first. :-/

earthpig
Posts: 31
Joined: Sat Apr 21, 2012 1:10 am

Post by earthpig »

The attack-move-rally thing above is a bit more elegant now.

earthpig
Posts: 31
Joined: Sat Apr 21, 2012 1:10 am

Post by earthpig »

Oh ya:

This should be in the next release.

https://github.com/OpenRA/OpenRA/pull/2046

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zypres1
Posts: 277
Joined: Mon Oct 24, 2011 8:22 pm

Change of z mode

Post by zypres1 »

A simmilar patch should fix the "z mode" of units produced. When subs are built, the behaviour should be possible to fix, the same with men. So if you change z mode on the barracks, all new soldiers should have the same mode on them till you change. This way no ore trucks will lure your new soldiers away, and subs can defend themself right away

Kanar
Posts: 54
Joined: Mon Apr 30, 2012 1:39 pm

Post by Kanar »

Thats a good Idea Zypres.

Another suggestion, might have been made already:

When U use keyboard-shortcuts to build, this seems to work only when you selected the right category in the sidebar.
F. e., when the defense-category is opened, pressing "p" to build a power plant does not work. It works only when I am in building-category.

Might be better to have it work at all times, so U don't forget to switch category in the heat of battle...

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hamb
Posts: 112
Joined: Mon Oct 18, 2010 4:57 pm

Post by hamb »

If hotkeys did apply regardless of tab, i think it limits what can be used as meaningful keys. I can say though I've missed the production tab in the heat of the battle (with tab presses) and lost a second of time

Kanar
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Joined: Mon Apr 30, 2012 1:39 pm

Post by Kanar »

Ah I see your point, partially.
Did not even know you could switch downwards with tab.
Is there a key to switch upwards, too?


Well, i just checked and there are some keys (Y for example) which are used in both tabs.

The question is, why?

Is there a system behind this?

There are about 20 buildings, but 26 letters in the alphabet...

earthpig
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Post by earthpig »

Kanar wrote: The question is, why?

Is there a system behind this?

There are about 20 buildings, but 26 letters in the alphabet...
attack move

z for stances

et cetera

I'd guess it's to avoid accepting a hard limit on hotkeys.

Kanar
Posts: 54
Joined: Mon Apr 30, 2012 1:39 pm

Post by Kanar »

But there aren't that many hotkeys, are there?

Lets list them:
tab = queue order
ctrl = force fire
shift = add selection to group
strg = assign a number to group
backspace = jump to constr. yard
space = jump to attacked point in base
y/z = chance stances
s = stop
x = scatter
a = attack move


That's only four additional letters.

Might have forgotten some, though. Help me out. :-)



Anyway, what I'd like to see is:

- Use scroll-wheel up and down to switch category in sidebar up and down
(would be also possible with to keys on the keyboard, as you can easily map them to mouse wheel)

- to have building-shortcuts always do the same one thing. Not one key like "Y" for two different buildings (as this causes confusion in the heat of battle!).

- to have them work regardless of selected sidebar cathegory and have em work even if sidebar is minimized.

I think there are enough keys to use.

That way, you could really use them to your advantage, as you completely don't have to fiddle with sidebar anymore.
Otherwise, when you first have to select category in sidebar and then click the shortcut, it's not faster or easier then going all the way and click the right building anyway. It is even more cumbersome, as you have to move your hand away from number or arrow keys.


These are just my recommendations.
Please consider that I am still new to this game, so it is absolutely possible that I am wrong and it does not work that way at all.
But I read somewhere that keyboard shortcuts will be rewritten in one of the next releases, so I'm trying to help improve the interface. :-)

greets :-)

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