Salem's 'walk on land' button

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Salem's 'walk on land' button

Postby BenDover » 28 May 2016, 11:16

Can we have a button for Salems that would prevent them from walking on land? It's really annoying on tight turns, with small islands in the way etc. I'm sure many cybrans would appreciate.
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Re: Salem's 'walk on land' button

Postby Hawkei » 28 May 2016, 15:57

Have you tried waypoints? Shift key is your friend.
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Re: Salem's 'walk on land' button

Postby Exotic_Retard » 28 May 2016, 16:26

there is a value in the blueprint that tells the unit how to behave. the issue is switching it on the fly. will look into this at some point.
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Re: Salem's 'walk on land' button

Postby BenDover » 28 May 2016, 17:05

Hawkei wrote:Have you tried waypoints? Shift key is your friend.

Extremely useful when commanding 20 salems, have you seen pathfinding in this game?
Exotic_Retard wrote:there is a value in the blueprint that tells the unit how to behave. the issue is switching it on the fly. will look into this at some point.

Yes I have seen it as well, unfortunately I don't know how to create UI buttons for anything and going through each lua file hoping to grasp how it all fits together is boring, hope you have more luck :)
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Re: Salem's 'walk on land' button

Postby MrSprengmeister » 28 May 2016, 21:00

It´s actually a very good idea. Especially for players, who can´t, or don´t want to micro that much (N00bs :p).
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Re: Salem's 'walk on land' button

Postby biass » 29 May 2016, 00:55

i was under the assumption that salems pathed around land as other boats would unless given a specific order to move onto land or in the odd case that moving on land was faster, oh well
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Re: Salem's 'walk on land' button

Postby BenDover » 29 May 2016, 01:40

biass wrote:i was under the assumption that salems pathed around land as other boats would unless given a specific order to move onto land or in the odd case that moving on land was faster, oh well

I think they actually prefer that yes (for example when crossing from one pond to the other on setons you need to make a waypoint on land or they just wander cluelessly near the beach) but when you have a bunch of them they tend to stick in this rectangle formation and it seems to override any common sense and the destroyers on the edges are very eager to hop on land looking for the meaning of life in some forest while battle is under way half a map away.
Only 2 ways of making sure that doesn't happen I found so far are:
1) splitting destroyers into small groups and ordering each of them the same thing which is annoying and micro intensive
2) using spread attack (works on move orders as well) key which is not even bound by default but it makes them all want to move to the same spot and plotting complex move orders just makes things worse as they all need to pass through this little dot-waypoint and we all know how painful it is to watch pathfinding in action
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Re: Salem's 'walk on land' button

Postby Morax » 01 Jun 2016, 18:00

This may be one of the best requested fixes in a long time... ;)

Hopefully it gets implemented in next year's patch
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Re: Salem's 'walk on land' button

Postby Uveso » 01 Jun 2016, 18:26

I already tried to fix this, but failed.
Changing the layer of an unit is executed inside SupremeCommander.exe. We dont have direct access to it from lua side.
Maybe we can use some glitches like respawning the unit with new movement-layer values.

But for now, we can't change the "walk on land" behavior. (at least, i can't)

See GitHub:
https://github.com/FAForever/fa/issues/1328
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Re: Salem's 'walk on land' button

Postby Heaven » 20 Jun 2016, 23:27

You see, the issue taps into faction diversity/balance.
If you get any answer other than this,

Image

the Cybran fanboyism in here needs some serious cleansing!
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