Topo Posted February 11, 2008 Share Posted February 11, 2008 Hi all. Why not create a "link" between two waypoints of two different units in visual contact, so that neither proceed to the next waypoint (or fire command, action ecc...) if first both units did not reach linked waypoint? Sorry for the english, I hope that I explained. Saluti 0 Quote Link to comment Share on other sites More sharing options...
thewood Posted February 11, 2008 Share Posted February 11, 2008 It may actually be a good feature for the AI in the editor. 0 Quote Link to comment Share on other sites More sharing options...
SlowMotion Posted February 11, 2008 Share Posted February 11, 2008 Like triggers for the Scenario Editor in general. A few days ago I think it was Steve who wrote that some Editor features being considered are triggers and branchable AI plans. Then I suppose you could have things like: -move to waypoint1 -if (something) go to waypoint2A -else go to waypoint2B It will be interesting to see how this web of AI plans is edited. 0 Quote Link to comment Share on other sites More sharing options...
Topo Posted February 11, 2008 Author Share Posted February 11, 2008 Agree, but can be useful to have this kind of coordination in a game session also, imho. 0 Quote Link to comment Share on other sites More sharing options...
Paper Tiger Posted February 12, 2008 Share Posted February 12, 2008 You can already program the AI to do this. 'Exit after' means they'll all move to their objectives, wait until that time and then move on to the next order. 0 Quote Link to comment Share on other sites More sharing options...
Topo Posted February 12, 2008 Author Share Posted February 12, 2008 Yes, but this isn't the same thing; my request is for a kind of coordination in game, not just in editor. For example, two infantry squad in visual contact wait each other for wp near two doors of a big building; When each unit reaches its linked wp, then proceeds to enter the building from different doors. "Exit after" is a coordination based on time factor, but if a units for some reason is stopped (enemy fire), the coordination fail because the other units proceed anyway. What do you think? 0 Quote Link to comment Share on other sites More sharing options...
Paper Tiger Posted February 12, 2008 Share Posted February 12, 2008 Sorry, I wasn't clear, that was in response to thewood's post. I really like your idea and it would especially help with WEGO games. In RT, it's not such a problem. 0 Quote Link to comment Share on other sites More sharing options...
Topo Posted February 12, 2008 Author Share Posted February 12, 2008 Yes, i play exclusively in WEGO mode; in effect in RT to have linked waypoint is not so useful. In the editor, this type of coordination can be achieved using script based on the position of the two units, When the scripts command will be added in the editor. My suggestion is primarily concerned with game session in wego mode. Saluti. 0 Quote Link to comment Share on other sites More sharing options...
Drusus Posted February 12, 2008 Share Posted February 12, 2008 Maybe this could be implemented using the "group pause" method I suggested in the "1.06 feedback" thread? For this to work from the UI perspective it would be wise to have a way to select a group of units (ala Ctrl-1 assigns the selected units, Shift-1 then selects them or something) and then have a new command called group pause. First, assign the wanted units in a group. The select the individual units, and issue the movement commands. For each unit you want to link, select the to-be-linked waypoint and press the "group pause" button. The option you choose using the group pause button would be "when rest of group ready". Intuitively when all the units have reached their "paused" way points the units would then proceed. Naturally for this to work as intended, the units should be in contact with each other through the chain of command. Other options: only one unit from the group moves at a time. This way you could do bounding overwatch easily. The option suggested in "V1.06 feedback" thread is to have option with the effect "group wait until cancelled". It could be useful for other uses too... I think this would work... Opinions? 0 Quote Link to comment Share on other sites More sharing options...
Drusus Posted February 12, 2008 Share Posted February 12, 2008 Addition: In RT this would be really useful, if there is limited pause time. I think the limited pause time is going to be there for multiplayer games and at the moment there is no way to pause the game in online games. So this is useful in that setting, too... 0 Quote Link to comment Share on other sites More sharing options...
Topo Posted February 12, 2008 Author Share Posted February 12, 2008 Understand, but imho this kind of "fine coordination" is realistic only if units are in direct visual contact (imagine hand signals); contact through the chain of command, in my opinion, is too slow to be credible in this situation. 0 Quote Link to comment Share on other sites More sharing options...
Drusus Posted February 12, 2008 Share Posted February 12, 2008 Well, that depends. IMHO it is not too much fine coordination if there is a prearranged plan. If there is one, then every squad just needs to shout/radio "first ready", "second ready" etc and then the commander needs to say "Go!". But that really depends on the situation. For a quick plan arranged over the radio it would at least take some time to do this coordination. 0 Quote Link to comment Share on other sites More sharing options...
Topo Posted February 12, 2008 Author Share Posted February 12, 2008 In fact you may be right 0 Quote Link to comment Share on other sites More sharing options...
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