F2 without units
The pathing map summoned by F2 shows the pathing map for the currently selected unit.
However, one of the more important times this comes needed is when choosing a factory. However, F2 requires an actual unit atm, and at this time the player has only one unit to use F2 with: the amphibious bot commander, so that most useful workflow is blocked.
The thing that does it is engine-side but also unsync, which suggests it's probably controllable with Lua.
I see several options to show this in the UI:
-
The top bar button that triggers f2 could offer a dropdown for pathing types
-
Selecting a factory blueprint could show that factory units' main movetype, rather than pathing for the static
-
Alternatively, an unified view shader could be contrived to show pathing for all unit types simultaneously.
Sounds good. I think this has been a ticket for 12+ years so might not have made it here.
Unified shader (green/yellow/red for veh/bot/spider respectively) would IMO be best and I think somebody obtained a copy of the proof of concept implementation from the Lancer folk before they stopped playing.
You can enable the pathing view for a specific unitdef or movedef via Spring.SendCommands("/showPathType cloakraid") or /showPathType ABOT2 but I am unsure if there is a way to tell what unit/movetype is currently being shown so there wouldn't be accurate feedback (other than remembering what you set and hoping it hasn't changed since then).
As a minor related thing, we could consider changing the color coding from "green is speed, red is worst slowdown, pink unpathable" into "green is speed, yellow/orange is worst slowdown, red unpathable" since pink is a bit weird for that.