I am trying to emulate the Supreme Commander Drag Build method.
6:55
basically, you can click and drag, and it will highlight and then queue up a bunch of buildings in a line, as close together as pathing map will allow.
I believe I should be able to register mouse movement, and a click and release, to get the line. I might be able to then use a loop of some kind to queue up the buildings, and should be able to figure out how to access the pathing map. . I am unsure however how to link that to the building queue, prevent it from immediately starting on the first building on the initial click, or how to create the ghost images.
Also, a second sceme, admittedly no more difficult in all likelyhood. Click, builds one, and each time you drag it out of range it queues up another one, not a line, but any freeform shape.
I am unsure however how to link that to the building queue, prevent it from immediately starting on the first building on the initial click, or how to create the ghost images.
For the building queue, I would recommend creating dummy units to act as the wireframe placeholder (a few tricks with the actors of the units should get you the desired effect.) Then you can add them to a unit array, then loop through the array as the units finish building (when a buff expires, for example) and replace the dummy unit with the actual structure.
Preventing the first building from starting using this method should be relatively simple... only add the "construction" buff after the up-click.
i would create a always open inventory (using a button to select the dummy builder with inventory to build) and each buildable building is a item with building ability, so the placement models should work.
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While this may be possible via data, I doubt it.
I am trying to emulate the Supreme Commander Drag Build method.
6:55
basically, you can click and drag, and it will highlight and then queue up a bunch of buildings in a line, as close together as pathing map will allow.
I believe I should be able to register mouse movement, and a click and release, to get the line. I might be able to then use a loop of some kind to queue up the buildings, and should be able to figure out how to access the pathing map. . I am unsure however how to link that to the building queue, prevent it from immediately starting on the first building on the initial click, or how to create the ghost images.
Also, a second sceme, admittedly no more difficult in all likelyhood. Click, builds one, and each time you drag it out of range it queues up another one, not a line, but any freeform shape.
For the building queue, I would recommend creating dummy units to act as the wireframe placeholder (a few tricks with the actors of the units should get you the desired effect.) Then you can add them to a unit array, then loop through the array as the units finish building (when a buff expires, for example) and replace the dummy unit with the actual structure.
Preventing the first building from starting using this method should be relatively simple... only add the "construction" buff after the up-click.
@BasharTeg: Go
i would create a always open inventory (using a button to select the dummy builder with inventory to build) and each buildable building is a item with building ability, so the placement models should work.