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"Commander actions" API for mods #499
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hmmmm, how about RS press for more than one option acts similar to right trigger, ie then dpad to move alow the row of icons? RS or B to cancel out again, A to select? Would also add "tooltip", I think the evac button has a tooltip, longer than just the "Evac" text controllers get beside the RS icon... |
2 downsides I see to such approach:
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on 2) that's already being done for the mouse input? |
Only if the action itself wants to do it (eg. evac). Something like LW2's show/hide command radius doesn't need/use it. Besides, the shot preview would require all actions to be actual abilities on the unit |
Not sure we mean quite the same thing then? was just referring to the element of showing a row of icons, whether mouse or controller input.... |
I understand what you mean, but that way you need to somehow present to the player that the command row is currently focused. Simply highlighting the small buttons in far corner of screen doesn't seem enough for me |
Well they don't seem that small to me, but anyways, get it working at all before worrying about controller UI issues really... Although, one more thing, if you want to be fancy, have have RS tap always be evac, then RS hold for the selection, the |
That's an interesting idea, didn't consider that. How would you suggest to present it to the player though? I want it to feel as natural part of UI
Wanted to see what other people think first
As X2 experience shows, bolting controller onto kb+m UI isn't a great approach, so I'm considering both from get go |
Hmmm, discoverability eh? not 100 sure on that one... |
Question: in vanilla, the mouse "call evac" button is shown if the current unit has it; the controller UI oth shows it only if the ability can be used... Do we want to unify this experience? |
Another fun fact:
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Would really love to have this functionality for things like calling reinforcements and support strikes. |
Me too, me too... |
The tactical HUD has a bar top-right that provides icons for non-soldier-specific actions. Unfortunately, the current implementation relies heavily on hardcoded flash stuff but I think it can be overcome.
The API would be an event with an array of actions, each of which would contain:
For controller, if
For kb+m, the icons would be positioned starting after the "end turn" one and before the chosen icon. Note that this will require some manual positioning recalculations but I think that it's quite possible to do with a few unsolicited flash calls. For buttons themsleves, we can take inspiration from unused
UITacticalHUD_CommanderHUD
Using this, we could also fix the lack of ability to open sitrep and chosen information mid-battle with controllers
This would require non-trvial changes in
UITacticalHUD
,UITacticalHUD_MouseControls
andUITacticalHUD_AbilityContainer
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