Additional Unit Cursors
Basically, this would be another improvement on the new mouse cursors logic, allowing modders to specify custom move, deploy and attack-move cursors (the latter may not be as necessary), as well as the weapon cursors.
Example tags would be:
[UNIT]
CursorMove=
CursorNoMove=
CursorAttackMove=
CursorNoAttackMove=
CursorDeploy=
CursorNoDeploy=
Update:
Also, something I forgot to add to the request, Enter cursors:
CursorEnter=
CursorNoEnter=
For something like capturing a building or vehicle, or entering a civilian structure or a transport vehicle.
would be an entry in the [MouseCursors] section (if you're sticking with such a system). This would allow for use of the old Chrono Move cursors in the mouse.sha file.
Also, on the weapon cursors, would it be possible to have the cursor read for the Secondary weapon as well? Currently only the Primary is read, the Secondary is ignored, and the Primary cursor is displayed instead.
Blueprint information
Whiteboard
https:/
https:/
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Implemented as follows. Weapon cursors will be another blueprint. -AlexB
[TechnoType]
The cursor to use for representing the move action.
[TechnoType]
The cursor to use for representing the no-move action.
Both move actions might be used as a fallback for representing no-* actions like "no attack", no-enter, ...
[TechnoType]
The cursor used for deploying buildings, ejecting passengers and occupants, emptying bunkers, deploying GIs or Desolators (list might not be conclusive).
[TechnoType]
The cursor used to indicate passenger ejection action is not available, or an automatically undeploying infantry is currently deployed.
[TechnoType]
The enter cursor other types get when hovering the mouse over an object of this type. This is used for entering tank bunkers, grinders, service depots, bio reactors, or entering transports.
[TechnoType]
The no-enter cursor other types get when hovering the mouse over an object of this type. This is used on full transports.
This is a tag on the building to be infiltrated, not on the spy. It allows to show different cursors for different building types and could be used to visualize the spy effects:
[BuildingType]
The cursor to show for an Agent infiltrating a building of this type.
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Confirmed on the related bug. -AlexB
Work Items
Dependency tree
* Blueprints in grey have been implemented.