DeckerdJames
Prince
- Joined
- Nov 1, 2019
- Messages
- 347
new button on unit control panel
ranged autofire mode on/off: when the unit is not moving it fires on enemies in range automatically each turn. Manually firing turns off autofire mode.
siege autofire
Edit: this might be useful in some situations but I can see how it won’t help in combined arms situations because usually you use ranged first. I have been wondering if automatic orders, like units on multi turn moves would be better processed when the turn begins. Then you can see where units end their turn and auto fire would damage units before you decide what to do with your remaining units.
ranged autofire mode on/off: when the unit is not moving it fires on enemies in range automatically each turn. Manually firing turns off autofire mode.
Code:
After the player has finished their turn and pushed the end turn button.
The units are processed and if they have move orders they execute them.
if a unit has movement points remaining it triggers the player to use it.
if there is an event that can be subscribed to that triggers when...
a unit has remaining move points, then a game script can run.
the game script will check if the unit's autofire is ON.
the game script will check for enemies in sight.
there will be target selection from available targets
the unit will autofire
siege autofire
Code:
same as with ranged except target selection prefers walls over units
Edit: this might be useful in some situations but I can see how it won’t help in combined arms situations because usually you use ranged first. I have been wondering if automatic orders, like units on multi turn moves would be better processed when the turn begins. Then you can see where units end their turn and auto fire would damage units before you decide what to do with your remaining units.
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