To be able to position for example bunker and turret and to do this optimally, you are required to know if some tiles are included in the sensor range.
Present solution would be to count tiles.
I propose, to utilize the present LMB click and dragging mechanism which give visual feedback info on the rectangle covered by the dragging, which is used for selecting.
Using control key modifier before doing the LMB click and drag, would display a different visual feedback. That is, a line that is behaving like an elastic. The end point off the line would display the range, the tiles number, that would be required by sensor to be reach this tile or point.
That is, the code requires a switch statement on LMB down event, detecting the modifier key, here the control key modifier and the new visual information feedback.
That should be faster than counting tiles and less error prone.
segg2
distance between two tiles
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Assault Gunner
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Re: distance between two tiles
Or... you can use the sensors cheat, which also shows weapon ranges. I would like to see a weapon/sensor's range before I build it, though. Don't care as much about vehicles, as they can move.
"There is no greater Void than the one between your ears." - Void Ray, StarCraft 2.
Especially the Void between the ears of people who think that No VTOL is a good idea, and won't lead to arty wars. I've won one, and I have to say: I hated it.
Especially the Void between the ears of people who think that No VTOL is a good idea, and won't lead to arty wars. I've won one, and I have to say: I hated it.