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1.0.0 Feature List #1

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51 of 91 tasks
jameslkingsley opened this issue Mar 24, 2016 · 8 comments
Open
51 of 91 tasks

1.0.0 Feature List #1

jameslkingsley opened this issue Mar 24, 2016 · 8 comments
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@jameslkingsley
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jameslkingsley commented Mar 24, 2016

  • Terrain detail and view distance settings
  • Dynamic UI creation
    • Context Menus
    • Menu Strip Items
    • Toolbar Buttons
  • Customisable settings for editor
    • Camera FOV
    • Camera Speed
    • Speed in buildings
    • Icon hover scale
    • Icon draw distance
  • Asset Browser
    • Search
    • Expand/Collapse All
  • 3D interface for editing objects (like Zeus/Eden)
    • Rotating objects (direction)
      • Keeping formation when rotating groups
    • Moving objects (left drag)
      • Keeping formation when moving groups
    • Setting object height
    • Multi-selecting objects
    • Deleting objects
    • Destroying objects
    • Editing object attributes
    • Ctrl+Drag to group units
    • Copy and Paste
  • Infantry Commands
    • Waypointing
    • Force move
    • Patrol
    • Garrison
    • Defence
    • Suppress position
    • Clear building(s)
    • Change stance
  • Air Commands
    • Orbit
    • Attack
    • Land
    • Paradrop
    • Fill cargo
    • Disembark
  • Vehicle Commands
    • Disembark
    • Fill cargo
    • Attack
  • Artillery Commands
    • Fire all types of rounds
    • Show round ammo count
    • Adjust default number of rounds to fire
    • Show visual indicator of round flight to target
    • Dispersion setting
    • Queue rounds
  • Assets Browser
    • Units
    • Groups
    • Objects
    • Modules
    • Markers
      • Side specific
      • Creating shapes
      • Creating icons
      • Editing markers
      • Moving markers
      • Deleting markers
    • Favorites
      • Mission specific
      • Global persistent
  • Teleporting groups/units
    • Standard teleport
    • Teleporter flagpole
    • Paradrop
    • HALO/HAHO
  • Group management
    • Change player group ID's
    • Assign players to group
  • Environment Settings
    • Date/Time
    • Weather
    • Fog
    • Time Multiplier
  • Zeus
    • Enter Zeus on-the-fly to retain backwards compatibility
  • Debug (look into new line feature control)
    • Run code for unit
    • Run code for group
    • Run code for side
    • Run code local
    • Run code global
    • Run code HC
    • Run code server
@jameslkingsley jameslkingsley added this to the 1.0.0 milestone Mar 24, 2016
@alexcroox
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  • Could you make sure Garrison keeps units inside buildings (or make this optional) through disabling fleeing etc. A lot of Garrison functions put the units in the buildings but as soon as the firefight starts they run out to help, meaning when you arrive in town there is no CQB to do :(
  • Place invisible spawn object for easy spawning of units at height, more detail: Invisible spawn target astruyk/Ares#194

@jameslkingsley
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Yeah garrison will ensure units stand their ground. It will most likely be a toggle so you tell units to exit the garrison state.

As to the object height thing, I think with the control we have with this mod - being able to change literally anything in object movement, we could try to implement the surface detection that's done in Eden (if it's not engine based, we'd be able to grab the code straight from the pbo). If that fails, then perhaps an extra option in the asset browser to spawn as a "special" object for these sorts of things.

@alexcroox
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Surface detection would be incredible.

@Neviothr
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How about a 'defense in depth' Infantry Command? Units will defend until a certain percentage of casualties have been inflicted upon by the attacking force; units will then retreat a certain distance. Both percentage of casualties and retreating distance should be changeable on-the-fly, as well as having one of both be controlled by the mission curator (ie zeus, admin and game master).

@jameslkingsley
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I'm not sure. I feel like that can be controlled via the mission controller anyway. When the mission controller feels the AI should flee, he can simply tell them to flee.

@alexcroox
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I'd love a "scout from high ground" (terrible name) feature that works similar to the current Ares "search and garrison" in that AI walk into the nearest building. However instead I'd like them to head for roof and/or the top floor and look out windows. Real players would go for a height advantage over their enemy and multi level combat is often missing from coop missions unless the mission director manually places a unit up high or takes control and climbs stairs to start firing on players from the vantage point.

We did a defend mission the other night and players loved it when I moved an AI to the top floors of a construction building and fired on them from there. Especially when they are only used to AI swarming in from ground level. I can manually place units in top floors but it's very time consuming on an individual AI basis.

@SchwererKonigstiger
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  • The ability to teleport players to a regroup point (flagpole)
  • The ability to create "regroup zones" for AI, so if you give them a fall back command, they group up there.
  • The ability to force AI to fall back; used with above.

@jameslkingsley
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The two fallback options are kind of redundant. There's already a "Force Move" command which makes the units run towards a position not caring about combat (much). So the fallback thing is pretty much just a case of telling some units to force move somewhere.

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