Higor
11-03-2012, 08:05 PM
Remade from scratch with a completely different structure, is what most of RC15 is about.
Visual GUI
Can be brought up with the mouse, by holding Alt-fire and then hitting Fire, let's us select the constructor functions in a different way and to customize some of our Siege settings without even twaking an ini file or opening the main menu.
And it does not conflict with the old selection method.
The GUI will always match the player's HUD color setting.
Binds
Can use the classic bind method or a specific one: SetBuild.
While the classic one will depend on how categories are arranged, SetBuild will pick a building by it's class name making it a version/server independant bind from now on. (I'll remind you that servers can adjust the categories now)
Examples:
SetBuild SuperMine
SetBuild sgWarhead
Smart building targeting
Now we can repair, upgrade and remove builds inside other builds.
This is done via a prioritization method before the actual function is used, the priority is as described below.
Repair -> Pick buildings on fire or disabled by EMP bombs, otherwise prioritize (50/50) hit distance to player and energy %percentage.
Upgrade -> Prioritization done (50/50) via hit distance to player and level.
Remove -> Prioritization done via proximity to crosshair, so aiming straight to the center of a building lets us ensure that we won't make a mistake.
Sweeping repair
Onhand constructor only, let's us repair a player while holding the fire button and then moving our crosshair on them.
Quick RU transmission
Onhand constructor only, aim at a player and click the upgrade function as quickly as possible for faster RU passing.
Continuous upgrade/repair
Onhand constuctor only, the building will be gradually affected instead of one-shot hits, good for perfectionists and upgrading/repairing multiple buildings stacked in a single location (doesn't do double effect, it's distributed).
Client category switching simulation
High pingers will notice their constructor has no delay when switching between categories and elements, allows faster non-GUI selection.
Things to come:
Orb handling, while already implemented, still needs proper interfaces and gameplay revisions.
New model, the model display is not finished yet.
Visual GUI
Can be brought up with the mouse, by holding Alt-fire and then hitting Fire, let's us select the constructor functions in a different way and to customize some of our Siege settings without even twaking an ini file or opening the main menu.
And it does not conflict with the old selection method.
The GUI will always match the player's HUD color setting.
Binds
Can use the classic bind method or a specific one: SetBuild.
While the classic one will depend on how categories are arranged, SetBuild will pick a building by it's class name making it a version/server independant bind from now on. (I'll remind you that servers can adjust the categories now)
Examples:
SetBuild SuperMine
SetBuild sgWarhead
Smart building targeting
Now we can repair, upgrade and remove builds inside other builds.
This is done via a prioritization method before the actual function is used, the priority is as described below.
Repair -> Pick buildings on fire or disabled by EMP bombs, otherwise prioritize (50/50) hit distance to player and energy %percentage.
Upgrade -> Prioritization done (50/50) via hit distance to player and level.
Remove -> Prioritization done via proximity to crosshair, so aiming straight to the center of a building lets us ensure that we won't make a mistake.
Sweeping repair
Onhand constructor only, let's us repair a player while holding the fire button and then moving our crosshair on them.
Quick RU transmission
Onhand constructor only, aim at a player and click the upgrade function as quickly as possible for faster RU passing.
Continuous upgrade/repair
Onhand constuctor only, the building will be gradually affected instead of one-shot hits, good for perfectionists and upgrading/repairing multiple buildings stacked in a single location (doesn't do double effect, it's distributed).
Client category switching simulation
High pingers will notice their constructor has no delay when switching between categories and elements, allows faster non-GUI selection.
Things to come:
Orb handling, while already implemented, still needs proper interfaces and gameplay revisions.
New model, the model display is not finished yet.