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 Unit Control 
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Joined: Wed Sep 09, 2009 3:16 am
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Post Re: Unit Control
Zartyzzo wrote:

Hey i was wondering: how do you control more than one unit? :???:
I'm tired of raiding the enemy base with an one-man-army.
I normally just select an unit, select the "go-to" mode and set it to go-to a certain "leader" unit.
I then move the leader unit and his army follows but this method requires that you do it with every single unit. Let's say i have a raiding group of 10 soldiers and a leader.
It requires about 3 clicks to make 1 unit follow the leader. 30 clicks.

I don't have time for 30 clicks in the middle of a war. :dead:
Do you?


Hey Grif, this was the problem not the controlling part.


Fri Jan 15, 2010 2:47 am
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Post Re: Unit Control
hey dragon,

I'm not talking to you

and really don't care what you think

PS are you just randomly posting because you don't even seem to have a concrete opinion


Fri Jan 15, 2010 3:38 am
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Post Re: Unit Control
Concrete Opinion?
Okay here it is:

I think that Cortex Command should have some sort of guiding system that allows the control of two or more troops.
Some ideas include: The rectangular select, Mind Control [ all units do what the main one is doing], and Simple Artificial Intelligence
where you can tell them to attack somewhere, no like the go-to, which has many bugs; unless you fix it.
The problem is that all these elements are somewhat Real Time Strategy Cores, which should not be incorporated by popular opinion.
However, i believe data is capable [At least when hes drunk] to think up new way to mass control troops.
Through i hope data won't add too many RTS elements to Cortex Command, the least he could so is fix Gold Mine AI, which wold prevent us from
having to dig gold out ourselves.


Fri Jan 15, 2010 3:52 am
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Joined: Tue Jan 12, 2010 8:14 pm
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Post Re: Unit Control
Grif wrote:

man that sure does sound like the feature that is already implemented with the current pie menu


What feature? :canadian:


Tue Jan 19, 2010 7:29 pm
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Joined: Mon Jul 16, 2007 9:50 am
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Post Re: Unit Control
Hrm. It's alright to not want to make an RTS game and all, but the elements are clearly there. So either it has solid RTS features or it doesn't. Anything in-between is half-assed. The simple fact that you have multiple controllable units that you are supposedly supposed to use against an enemy force of multiple units makes it like an RTS. This is what people will think when they see the game, and that's perfectly logical. And then when they play the game and realize that there isn't much in the way of good group control (really, the one-guy-follow-another-guy option isn't that great) they will, at the very least, make a comment about it. You can't really tell people at that point that "this is an action game and not an RTS" because their response will be something along the lines of "wait... it isn't?" Disappointment ensues. And it isn't their fault, it's the game's.

So really the only two ways to solve this issue is to either enhance group controls, or just get rid of the "multiple unit" thing altogether so people aren't fooled into thinking they're getting some kind of strategy game that runs in real time. But of course, we all know that the latter option would make CC not really CC anymore, so...

Long story short, these people have a point. Some kind of nice drag-a-box/hold-ctrl-and-select-things multi-unit select like in most RTS games would be great, and you can't really say it wouldn't.


Tue Jan 19, 2010 8:34 pm
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Post Re: Unit Control
http://forums.datarealms.com/viewtopic.php?f=61&t=17597

Not exactly "Box" style, but it still works (unless if the stupid AI refuses to move).


Tue Jan 19, 2010 8:39 pm
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Post Re: Unit Control
Well, at the very least I believe the next build will open AI up to modders, so we can make our own crap like that, but better.


Tue Jan 19, 2010 8:53 pm
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Joined: Thu May 19, 2011 2:54 pm
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Post Re: Unit Control
Hey i've got a great idea... :) how about all ai near you follow your command? so less RTS like, more squad shooter like?.
you assign units to that leader and then select commands in pie menu(defend me, run away, go attack enemies etc..)
and if you want specific commands for specific members of squad you select it in their pie menu...
this could be really interesting because if the leader dies the other units have no orders issued and are less purposeful. unless you assign a new leader, of course.
if you could make this concept easy to understand... then i think it could really work.
keeps the feel of the game but makes it so you dont have to keep switching between units really quickly.....

EDIT:
perhaps you could also assign different ai classes to different members of a squad? such as sniper, scout, etc?
I think cortex command should have the option for a little strategy. so things aren't just left to chaotic chance...


Mon Aug 01, 2011 12:56 pm
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Post Re: Unit Control
I don't know if it is what you're looking for, but I made an actor that can give orders to nearby actors:
Attachment:
Command.rte.rar [3.53 KiB]
Downloaded 145 times

Here are the orders you can issue:
Follow me: num0
Hold your position: num1
Attack: num2

The keys can be changed in the lua file, just change this:
Code:
   self.FollowKey = 37;
   self.HoldKey = 38;
   self.AttackKey = 39;


Here is a list of keys:


You can change the distanse you can give orders from here:
Code:
   self.CommandDist = 250;


Note: The attack command uses the brainhunt mode, so if the enemy doesn't have one it won't work. And I am not responsible for the dumbness of the AI.


Mon Aug 01, 2011 2:59 pm
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Post Re: Unit Control
salix_catus wrote:
Hey i've got a great idea... :) how about all ai near you follow your command? so less RTS like, more squad shooter like?.
you assign units to that leader and then select commands in pie menu(defend me, run away, go attack enemies etc..)
and if you want specific commands for specific members of squad you select it in their pie menu...
this could be really interesting because if the leader dies the other units have no orders issued and are less purposeful. unless you assign a new leader, of course.
if you could make this concept easy to understand... then i think it could really work.
keeps the feel of the game but makes it so you dont have to keep switching between units really quickly.....

EDIT:
perhaps you could also assign different ai classes to different members of a squad? such as sniper, scout, etc?
I think cortex command should have the option for a little strategy. so things aren't just left to chaotic chance...


First, you bumped a post from January 2010. But, you did ask a legitimate question, and I'm assuming you search out this topic, so I'm not gonna get mad at you for doing it right.

Second, it is possible to get AI units to 'follow' you in a rudimentary sense, currently. Just select the second actor, and give it a go-to waypoint of your first actor. It should pin to (and update) with your location, meaning the second actor will jet around you, shoot at stuff, probably shoot you in the back of the head, etc. This functionality will probably be much improved with the next build, either directly with the build or by virtue of the freedom it will give Lua modders over AI functionality.


Mon Aug 01, 2011 7:44 pm
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Post Re: Unit Control
With custom pie menu icons and AI scripting, doing something like this yourself will be possible in the next build.


Tue Aug 02, 2011 3:53 am
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