Custom Cursors on normal Weapons

Registered by Renegade

Detail bug to make bug:175 finer grained; this issue tracks the progress of custom cursors on normal weapons in the game.

Blueprint information

Status:
Complete
Approver:
AlexB
Priority:
Low
Drafter:
AlexB
Direction:
Approved
Assignee:
AlexB
Definition:
Approved
Series goal:
Accepted for 0.d
Implementation:
Implemented
Milestone target:
milestone icon 0.d
Started by
AlexB
Completed by
AlexB

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Sprints

Whiteboard

Yay for this! Nobody looked at this blueprint for a while. -Parasite03

https://blueprints.launchpad.net/ares/+spec/additional-unit-cursors
https://blueprints.launchpad.net/ares/+spec/cannot-target-this-function-for-custom-cursors

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Implemented as Custom attack cursor:

[Weapon]Cursor.Attack= (Cursor definition, defaults to Attack cursor)
The cursor to use as the generic attack cursor for this weapon.

[Weapon]Cursor.AttackOutOfRange= (cursor definition, defaults to AttackOutOfRange cursor)
The cursor used if an object can attack a target, but it is out if weapon's range and the unit needs to move first to attack it.

With this cursor, it's possible to also mimic the behavior of the SabotageCursor and MigAttackCursor special cases. If Cursor.Attack and Cursor.AttackOutOfRange are set to the same cursor, they behave like the two mentioned tags, which work independent of range, like the C4 special ability cursor.

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17.157.1143, both tags function as described - mevitar

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Thanks for testing! Also confirmed https://ppmforums.com/viewtopic.php?p=556823 and onwards. - AlexB

(?)

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