Posted: Tue Jul 27, 2004 1:14 pm
Hey Guys!
I've been frantically incorporating some of the new - and very cool - Myth II v1.5 features into RDF v5.0 (we're on RC1 now). I have a simple request that I, and future plugin creators, could really use (imo):
RDF has several units that have both a close range hand-to-hand attack and a long-range missile attack (the devastating fireball).
We all know that relying on just setting the Activation Range low (e.g. 2 World Units) does NOT prevent this type of unit from turning around and starting to auto-attack with their long range attack once they've been triggered to auto-attack short range.
This is very, very bad... (friendly fire casualties can be catastrophic)
Now, I've tried the new "No Auto-Attack" feature - and I like it - BUT, now that there is absolutely no auto-attack whatsoever, a lowly spider can sneak up on a strong unit and pick it apart!
This is also very, very bad...
So, I have a very simple solution:
Simply make the "No Auto-Attack" flag enforce the Activation Range so that units do not auto-attack outside the Activation Range!
By making it behave this way, you can still have units that never auto-attack under any circumstances by setting this flag and setting the Activation Range to 0.000!
Simple!!
This would make units like mine behave the way they should, and no doubt future plugin creators will benefit from these settings as well.
Keep up the GREAT WORK guys!!
~Baak
I've been frantically incorporating some of the new - and very cool - Myth II v1.5 features into RDF v5.0 (we're on RC1 now). I have a simple request that I, and future plugin creators, could really use (imo):
RDF has several units that have both a close range hand-to-hand attack and a long-range missile attack (the devastating fireball).
We all know that relying on just setting the Activation Range low (e.g. 2 World Units) does NOT prevent this type of unit from turning around and starting to auto-attack with their long range attack once they've been triggered to auto-attack short range.
This is very, very bad... (friendly fire casualties can be catastrophic)
Now, I've tried the new "No Auto-Attack" feature - and I like it - BUT, now that there is absolutely no auto-attack whatsoever, a lowly spider can sneak up on a strong unit and pick it apart!
This is also very, very bad...
So, I have a very simple solution:
Simply make the "No Auto-Attack" flag enforce the Activation Range so that units do not auto-attack outside the Activation Range!
By making it behave this way, you can still have units that never auto-attack under any circumstances by setting this flag and setting the Activation Range to 0.000!
Simple!!
This would make units like mine behave the way they should, and no doubt future plugin creators will benefit from these settings as well.
Keep up the GREAT WORK guys!!
~Baak