*

Account

Welcome, Guest. Please login or register.
Did you miss your activation email?
November 02, 2024, 09:37:54 am

Login with username, password and session length

Resources

Recent posts

[Yesterday at 12:46:37 pm]

[October 05, 2024, 07:29:20 am]

[September 05, 2024, 01:54:13 pm]

[July 16, 2024, 11:30:34 pm]

[June 22, 2024, 06:49:40 am]

[March 08, 2024, 12:13:38 am]

[March 08, 2024, 12:12:54 am]

[March 08, 2024, 12:09:37 am]

[December 30, 2023, 08:00:58 pm]

[February 04, 2023, 11:46:41 am]
Pages: [1]   Go Down
  Print  
Author Topic: Hold Fire button on 95mm Cromm and stuh.  (Read 4688 times)
0 Members and 11 Guests are viewing this topic.
TheIcelandicManiac Offline
Resident forum troll. Fucked unkn0wns mom
*
Posts: 6294


« on: May 11, 2011, 04:31:47 am »

Yea yea i might get some shit flung at me but i was just wondering about adding an hold fire button to those things for i know that i am not the only one that looses units due to the stuh sees an engie squad in the middle of nowhere and fires but misses so badly it hits your own squad and instant gibbes it.
Logged

Quote from: Grundwaffe
Soon™
gj icelandic i am proud of u  Smiley
Sometimes its like PQ doesnt carrot all.

Work Harder
8thRifleRegiment Offline
EIR Veteran
Posts: 2210



« Reply #1 on: May 11, 2011, 06:48:55 am »

+1 ?
Logged


I will never forget the rage we enduced together

Ohh Good, AmPm can pay in Doubloons.
MittinsKittens Offline
Donator
*
Posts: 916



« Reply #2 on: May 11, 2011, 07:05:11 am »

Can't see a reason why anyone would a problem with this to be honest, so a +1 from me too dude Smiley
Logged


EiRNames:- MittinsKittens & FlutterShyPegasus
RikiRude Offline
Donator
*
Posts: 4376



« Reply #3 on: May 11, 2011, 09:32:30 am »

imo all tanks/vehicles should have a hold fire, but in this case it's even more important.

+1
Logged



Quote from: Killer344
Killer344: "Repent: sory no joke i just had savage diorea"
... or a fat ass cock sucking churchill being stupid
Tymathee Offline
Donator
*
Posts: 9741



« Reply #4 on: May 11, 2011, 12:33:27 pm »

imo all tanks/vehicles should have a hold fire, but in this case it's even more important.

+1

agree. i hate when my m10 fires at infantry just before i can get in range of firing at a tank.

would also love to see if coh could be edited so that you don't fire at things you can't hope damage. i.e. bar rifle firing at tank, puma firing at tank, etc. I think I've seen it in another mod, anybody know? Has to be either BK or BotB.

Hmm, maybe all units can be like medics and the only way you can fire at it is if given an order to fire, or they're fired at.
« Last Edit: May 11, 2011, 12:35:42 pm by Tymathee » Logged

"I want proof!"
"I have proof!"
"Whatever, I'm still right"

Dafuq man, don't ask for proof if you'll refuse it if it's not in your favor, logic fallacy for the bloody win.
LeoPhone Offline
Honoured Member
*
Posts: 0


« Reply #5 on: May 11, 2011, 01:05:35 pm »

Yes we could make perfect target priorities for all units and remove any micro the player has to do himself.

but I don't know if we should. personally I don't like it.
also, the idea behind EIR is we change vcoh mechanics as few as possible right?
Logged
Hicks58 Offline
Development
*
Posts: 5343



« Reply #6 on: May 11, 2011, 01:08:16 pm »

Tbf, I'd be more than happy for target priorities to stay as they are. The single difference that I'd make, is that whatever YOU manually attack, your unit continues to attack until ordered otherwise.

It's hellishly annoying micro'ing a tank, trying to circle-strafe like a pro, only to get sack kicked by priorities every time you give the tank a fresh move command to keep the circle-strafe going. T_T
Logged

I mean I know Obama was the first one in EiR to get a card. and tbfh the Race card is pretty OP. but Romney has the K.K.K., those guys seem to camo anywhere. So OP units from both sides.
At the end of the day, however, stormtroopers finally got the anal invasion with a cactus they have richly deserved for years.
LeoPhone Offline
Honoured Member
*
Posts: 0


« Reply #7 on: May 11, 2011, 01:21:46 pm »

@hicks

if you do this the following will happen as well:
atg spots infantry, atg starts shooting infantry.
tank shows up
atg keeps shooting infantry.

this is just a simple example but it will happen with every single vehicle you have.
Logged
TheIcelandicManiac Offline
Resident forum troll. Fucked unkn0wns mom
*
Posts: 6294


« Reply #8 on: May 11, 2011, 01:25:06 pm »

But it gets quite annoying to get this

Tank meets atgun
enemy drops glider
tank attacks glider and bounces 4 times
tank wont attack atgun
enemy bring his own tank
you lose.
Logged
Hicks58 Offline
Development
*
Posts: 5343



« Reply #9 on: May 11, 2011, 01:31:36 pm »

Leo... You didn't quite fully understand what I said.

I said, what the PLAYER targets. If a player targets a squad of infantry with his ATG, then it's his own dumbarse fault tbh.
Logged
LeoPhone Offline
Honoured Member
*
Posts: 0


« Reply #10 on: May 11, 2011, 01:40:46 pm »

Hicks... You didn't quite fully understand what I said.

I said, when the CODER codes that in. the result is units keep shooting the 1st target they ever saw until told otherwise.
Logged
Tymathee Offline
Donator
*
Posts: 9741



« Reply #11 on: May 11, 2011, 01:44:24 pm »

how about this then Leo phone. Only dual purpose units get their priorities even'd but specialty units like atgs and hmg have priorities set towards what they're good at.

Specifically speaking of tanks
Logged
Hicks58 Offline
Development
*
Posts: 5343



« Reply #12 on: May 11, 2011, 01:52:13 pm »

Leo your referring to setting all the unit priorities equal, I'm referring to something different.

I'm referring to keeping all of the priorities as they are, BUT having player intervention override the priorities.
Logged
MittinsKittens Offline
Donator
*
Posts: 916



« Reply #13 on: May 11, 2011, 02:32:47 pm »

Is that even something they can code in? Seems like you're stretching the game engine/code a little too much there.
Logged
LeoPhone Offline
Honoured Member
*
Posts: 0


« Reply #14 on: May 11, 2011, 02:41:49 pm »

for the 3rd time hicks, if you do what you suggest my response is the result.

you are free to look at the rgds yourself and see if there is a different way though.
Logged
TheVolskinator Offline
Administrator / Lead Developer
*
Posts: 3012



« Reply #15 on: May 11, 2011, 02:49:30 pm »

To simplify what I think I understand:

You MANUALLY order your M10 to attack a StuG and proceed to go 12azor on his ass, circle strafe and all, pr0 style. One of two things does/could happen:
A) In the current coding, your M10 sees a squad of KCH, which by it's target table are lolnoms towards the top. It starts shooting retardedly at them, while the stug kicks it into reverse and proceeds to rape your M10.
B) In what I think is being proposed, you manually order your M10 to target the same stug. You do the 12azor and all, circle and rape, and 2-4 shots later your M10 shouts some lame shit about getting to Vet1, and then runs the aforementioned KCH over. Three seconds later it hits a mine and a PaK wipes it off the face of the earth.

I like the idea of it, but if it was coded into the game that whatever that unit attacks first would be the only thing it shot at, we'd have shit like:

ATG sees a line of Tommies approaching. ATG shoots at them for teh' lolz. Cromwell runs up and beelines it towards your PaK. Being mentally retarded, your PaK crew keeps shooting the tommies with no effect (aside from the luger dude crit'ing fucking everything cuz' he's been rape since...ever), the Cromwell lolrapes the pak etc.

Engineer squad has a shitty run-in with a KT. KT focuses on a nearby form of armor, but your engies sit there rat-tat-tat-tating at it even though a sniper, mortar, other other easy kill waltzes right up and past them.

And so on. It might work but I think its more then the engine can handle.
Logged

Quote from: tank130
I want to ensure we have a 100% decision on the process before we do the wipe.
If not, then I wipe, then someone gets something they shouldn't, then it gets abused, then the shit hits the fan and then I ban shab.

Getting EiR:R Released on Steam

Forum Rules & Guidelines
DarkSoldierX Offline
EIR Veteran
Posts: 3015



« Reply #16 on: May 11, 2011, 02:53:38 pm »

KCH don't ever get near the top of a m10's target tables. A stug has 200 priority. A KCH has like a fourth of that.

I don't think we need to be changing this line of code anyway. Less micro = less fun.

Let ATGs and marders shoot retardedly at infantry unless you holdfire them, it adds micro, so u actualy gotta pay attention.

Which reminds me.

Marder and 50mm need holdfire too.
Logged

two words
atgs and fireflies
Looks who's butthurt
*waiting* 4 DarkSoldierNoobiX pops up to prove how much shit the T17 is penetrating KTs back and Jagd front and how much better the ac/puma is penetrating m10 rear  Cool Cool Cool
Spartan_Marine88 Offline
EIR Veteran
Posts: 4838



« Reply #17 on: May 11, 2011, 03:07:04 pm »

Marder and 50mm need holdfire too.

Oh yes, hes so right.

so tired of someone using an infantry squad to get my marder to fire at it, then fly in with an m10 and circle troll it
Logged

Yes that's me, the special snowflake.
TheVolskinator Offline
Administrator / Lead Developer
*
Posts: 3012



« Reply #18 on: May 11, 2011, 03:08:57 pm »

^Now I know how to troll your PE coys (marder-based)! Sweet...
Logged
Hicks58 Offline
Development
*
Posts: 5343



« Reply #19 on: May 11, 2011, 03:20:32 pm »

Leo, what I'm referring to would likely need more than RGD coding.

Though just straightening out all the unit priorities would probably be faster.
Logged
Pages: [1]   Go Up
  Print  
 
Jump to:  

TinyPortal v1.0 beta 4 © Bloc
Powered by MySQL Powered by PHP Powered by SMF 1.1.9 | SMF © 2006-2009, Simple Machines LLC
Valid XHTML 1.0! Valid CSS!
Page created in 0.069 seconds with 36 queries.