Rotate Buildings

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natbob1
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Rotate Buildings

Post by natbob1 »

I noticed that some buildings were rotated when you had the game start with bases. Is it possible to rotate buildings when placing them?
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psychopompos
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Re: Rotate Buildings

Post by psychopompos »

not at the moment.
its been discussed as a feature, but i dont even think a mod has been made to allow it.
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praefectus
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Re: Rotate Buildings

Post by praefectus »

yes i would be nice to be able to control where the units exit the factory
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Re: Rotate Buildings

Post by truckspin »

Hello,

in a few cases like on HighGround it is vital to have the position that has factory exits on the right side. On HighGround player 1 has a huge advantage due to that.

(It would be great if someone could balance out HighGround for that. When that problem is solved by allowing different exit directions, the map would have to be changed again, though. A way to balance it would be to make it so that when both players build a factory on their starting position without bases and then produce a truck in there and then drive towards the middle, the two trucks meet exactly at the centre.)
raybritton
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Re: Rotate Buildings

Post by raybritton »

praefectus you can, if you click the number tile near the factory you can move it around. Units created at factories move to these number tiles and appear on the side of the factory closest to the number tile.
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zoid
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Re: Rotate Buildings

Post by zoid »

raybritton wrote:praefectus you can, if you click the number tile near the factory you can move it around. Units created at factories move to these number tiles and appear on the side of the factory closest to the number tile.
No, they always appear at the bottom.
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Olrox
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Re: Rotate Buildings

Post by Olrox »

zoid wrote:
raybritton wrote:praefectus you can, if you click the number tile near the factory you can move it around. Units created at factories move to these number tiles and appear on the side of the factory closest to the number tile.
No, they always appear at the bottom.
It's like the first thing I've concluded when I started to change rally points. :cool:

In fact, if you could only select the direction towards which the manufactured unit exits the factory, it would look painfully weird, as the models have doors. This would need to be accompained by structure rotation. I think. ;)
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Re: Rotate Buildings

Post by Per »

Rotating buildings is no big deal. If you notice, walls are already rotated ;) How would you make the UI for rotating a building construction order?
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Re: Rotate Buildings

Post by winsrp »

I wouldn't make any UI, when you are laying a building then right click to rotate, left click to lay down, simple effective, and easy to implement.
cybersphinx
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Re: Rotate Buildings

Post by cybersphinx »

Per wrote:Rotating buildings is no big deal.
But we need a new savegame revision for the orientation, don't we?
winsrp wrote:I wouldn't make any UI, when you are laying a building then right click to rotate, left click to lay down, simple effective, and easy to implement.
Except that right click is used to cancel already.
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Re: Rotate Buildings

Post by winsrp »

then... can we press the arrow keys to rotate?
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Re: Rotate Buildings

Post by winsrp »

maybe ctrl+right click... how about that?
Kamaze
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Re: Rotate Buildings

Post by Kamaze »

What about holding the LMB while tapping the RMB for rotating.
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Zarel
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Re: Rotate Buildings

Post by Zarel »

cybersphinx wrote:But we need a new savegame revision for the orientation, don't we?
...no? Orientation is already saved everywhere; there's just no way to do it in the UI.
Per wrote:How would you make the UI for rotating a building construction order?
1. Click-drag. For defenses, it builds a row. For base structures, it rotates.

2. Alternatively, ctrl+arrows or shift+arrows or alt+arrows while a structure is selected.

Maybe both.

I don't know why people are suggesting all these other weird ideas like right click that don't work at all. The last time we talked about rotating buildings, the above two were the best ideas.
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Olrox
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Re: Rotate Buildings

Post by Olrox »

I think that click-drag is the best option, as it allows for quick determination of the direction (we wouldn't need arrows indicating the direction or a building "ghost"). Click & drag to the direction where you want the exit to point to, quick and simple, no confusion.

Is it practical to make such a feature work? :rolleyes: