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F2 without units

Open Anarchid opened this issue 4 years ago • 2 comments

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.

Anarchid avatar Sep 16 '21 13:09 Anarchid

Sounds good. I think this has been a ticket for 12+ years so might not have made it here.

GoogleFrog avatar Sep 17 '21 07:09 GoogleFrog

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.

sprunk avatar Mar 06 '24 12:03 sprunk