Author Topic: Control idea.  (Read 2507 times)

Psychedelic_hands

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Control idea.
« on: 8 February 2011, 12:32:41 »
Silnarm and I were talking awhile back, so I may get things wrong. But basically he mentioned implementing something which would make groups of units stay together when commanded to move together.
I was thinking about that, and I thought sometimes I want my units to get to a location as fast as possible.
Now hear me out; as this is one of my amazingly simple, yet frustratingly unclear explanations. So sorry.

Say you select a group of units, and you would like to move them over to the left. So then you can either:

Click once on the tile where you would like your units to go, then they'll go at the pace of the slowest unit and stay as close as possible to each other.
Or.
Click twice on the tile where you would like the unit to go, then they'd all rush and travel as they would normally have.

I know it's not that great of an idea, but I think it would be nice.  :angel:
« Last Edit: 8 February 2011, 12:51:36 by Psychedelic_hands »

will

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Re: Control idea.
« Reply #1 on: 8 February 2011, 12:45:10 »
+1

was planning this approach in my hobby GlestNG

ChupaReaper

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Re: Control idea.
« Reply #2 on: 8 February 2011, 13:28:40 »
I suggested something like this a while ago: https://forum.megaglest.org/index.php?topic=5948.0.
Basically the same here, all units moving at the slowest collective speed or whatever but I also added formations to the request.

Psychedelic_hands

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Re: Control idea.
« Reply #3 on: 8 February 2011, 13:36:45 »
Dam, so it's not original  :( haha, oh well  ;D.

Well as Silnarm said, formations probably won't ever happen.....  :(
You did put a nice amount of effort into writing that though..... Very interesting....

Conzar

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Re: Control idea.
« Reply #4 on: 8 February 2011, 14:59:40 »
I also like your idea of having a switch between moving together or moving at the fastest speed.  The benefit of having your group move at the slowest speed is that you won't have the fastest units get picked off when attacking the enemy.

So what is the status of this idea?  Is it feasible to implement?  Maybe the click and double click could be changed to a 2 separate move commands (hotkeys like m = normal move and f = formation move)...

Zoythrus

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Re: Control idea.
« Reply #5 on: 8 February 2011, 18:01:11 »
Silnarm and i were talking about something very similar before, and that is single-click for primary command, and double-click for secondary command. eg. say you have a battlemachine, and you want him to use his crossbow. you would just double-click on the enemy you want to attack and it would automatically use its second attack.

this system would work for movement and attack....so how can we merge these?

Omega

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Re: Control idea.
« Reply #6 on: 8 February 2011, 18:43:32 »
Silnarm and i were talking about something very similar before, and that is single-click for primary command, and double-click for secondary command. eg. say you have a battlemachine, and you want him to use his crossbow. you would just double-click on the enemy you want to attack and it would automatically use its second attack.

this system would work for movement and attack....so how can we merge these?
To be honest, I place priority on the ability to choose a second attack easily, so I say make that the double click. For moving groups, perhaps holding a hotkey when performing the action? Not sure what we have for hotkeys used already when attacking/moving.
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ChupaReaper

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Re: Control idea.
« Reply #7 on: 8 February 2011, 21:47:30 »
I have two ranged units with Light Mode and Heavy Mode for attacking, by default clicking on a target uses the first attack set, Light Mode, to use Heavy you have click the heavy command then select the target, could it be set as the secondary attack so that double clicking would use heavy (also have it so you can force which attack is primary). This would make multiple attack units much easier to use, also I have some units which cast effects which could benefit from this.
Maybe a techtree xml to set custom controls (which can have default controls set). This could make mods more durable.

Conzar

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Re: Control idea.
« Reply #8 on: 8 February 2011, 22:35:34 »
Maybe a techtree xml to set custom controls (which can have default controls set). This could make mods more durable.
Actually, this is what I am planning on implementing next.  However, I was thinking of implementing a shortcut profile system so that user's can define their own shortcuts (per faction).

silnarm

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Re: Control idea.
« Reply #9 on: 9 February 2011, 00:16:34 »
I have two ranged units with Light Mode and Heavy Mode for attacking, by default clicking on a target uses the first attack set, Light Mode, to use Heavy you have click the heavy command then select the target, could it be set as the secondary attack so that double clicking would use heavy (also have it so you can force which attack is primary)....

This is exactly what Zoy and Omega were just talking about.

The idea is as such, if you single right click then you get the 'first' listed command of the appropriate class, and if you double right click you get the second.

I really like this idea myself... but we are getting a whole bunch of ideas for right double clicking and right click dragging. So something will have to give.

My suggestions,

Right double click: Use second command of appropriate class, and force hands to come up with something else for the OP idea.

Right click drag: multi-target, and force hailstone to add a modifier key for his pan camera with right mouse button code.
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Zoythrus

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Re: Control idea.
« Reply #10 on: 9 February 2011, 00:22:50 »
ctrl + right-click= move at slowest unit's pace.
a normal right click would be the same as it is now

John.d.h

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Re: Control idea.
« Reply #11 on: 9 February 2011, 00:31:12 »
ctrl + right-click= move at slowest unit's pace.
a normal right click would be the same as it is now
I would think that the average player would find the opposite to be more intuitive by default.  If they're ordering a group of units to move to a certain position, they're probably doing so with a reasonable expectation that they're going to arrive the same way they left -- as a group.  Along these lines, the ctrl+RMB could be a sort of "force move" command for when things like land mines and other hazards may show up, or damage from falling off cliffs, running through barb wire, etc.

Quote from: CTRL+RMB
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Zoythrus

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Re: Control idea.
« Reply #12 on: 9 February 2011, 00:37:49 »
maybe it should be one of those "option toggles" that can be set. i personally would like ctrl+rmb to be as i said, but that may not be for everyone, so we should be able to set stuff like that

hailstone

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Re: Control idea.
« Reply #13 on: 9 February 2011, 02:00:05 »
Quote from: silnarm
Right click drag: multi-target, and force hailstone to add a modifier key for his pan camera with right mouse button code.
Using a modifier key for right click camera move would be too slow. Several RTS games use middle mouse for move but I find that too slow also. At least since Command & Conquer Generals they've had right click drag move the camera. I would prefer having ctrl + left drag as multi-target. The c&c games have had ctrl+click for force attack and alt+click for force move. The other option is to have (ctrl, shift, alt, mouse) combinations as control setups like Zoythrus was saying.

Here are some links to manuals:
http://planetcnc.gamespy.com/static.php?page=ManualScans
http://www.evolutionrts.info/game-manual/basic-controls/
http://microsoftgamesinsider.com/pcmanual.htm
http://www.scribd.com/doc/10939387/Warcraft-III-Manual
http://www.fileshack.com/file.x/17742/Warhammer+40,000:+Dawn+of+War+2+Manual
http://www.atomicgamer.com/files/84841/supreme-commander-2-pc-manual-pdf
« Last Edit: 9 February 2011, 02:14:02 by hailstone »
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Zoythrus

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Re: Control idea.
« Reply #14 on: 9 February 2011, 02:14:10 »
hailstone, on the topic of the panning, your one is too fast! there should be a sensitivity slider in the options, so we can slow it down. i cant issue as many commands as i need too because it pans when it shouldnt!

hailstone

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Re: Control idea.
« Reply #15 on: 11 February 2011, 13:28:43 »
hailstone, on the topic of the panning, your one is too fast! there should be a sensitivity slider in the options, so we can slow it down. i cant issue as many commands as i need too because it pans when it shouldnt!
Yep, it was multiplying the scroll speed with the difference in mouse position. I've fixed it up so it matches the other scroll speeds (i.e. moving to the side and keyboard). To change the speed modify UiScrollSpeed in glestadv.ini.

It should only be panning if you're holding right click and moving the mouse but to be more forgiving I've set it up so that you need to move the mouse a distance before panning. The distance is currently hardcoded but if people want it customizable I'll set it up in config.
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