Author Topic: ability to target objects to allow shortcutting  (Read 3467 times)

Pakot

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ability to target objects to allow shortcutting
« on: April 07, 2007, 04:14:13 pm »
Drag n' drop is totally horrible for using things such as the furnace.  :thumbdown:
What is really needed is either to remove the two line in the source code that deselects types that are objects
(@ planeshift/src/client/cmdusers.cpp line 770-771) or have a /targetobject command to allow automation for those of us who will end up getting carpal tunnel from all the silly drag n' dropping...   X-/

Aside from this sort of scripting weakness, I find the game rather relaxing.

Karyuu

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Re: ability to target objects to allow shortcutting
« Reply #1 on: April 07, 2007, 05:26:45 pm »
You mean like our already existing /target item, or something else? I'm not quite sure I follow.
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Pakot

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Re: ability to target objects to allow shortcutting
« Reply #2 on: April 07, 2007, 05:34:47 pm »
Either to use the existing /target or to insert a new command such as /targetobject <name>  ::)
The second case would just not allow wildcards, etc... so you can't go poking arround to see what's there without doing any actual "work" to find something in the first place... or perhaps a new object value that allows targeting on obvious in-game appliances (furnace, stock casting, quench, etc...)  ;D

Dimyxa

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Re: ability to target objects to allow shortcutting
« Reply #3 on: April 08, 2007, 01:33:05 pm »
Yep, that would be useful, atleast to target anvil  :D it's tergetable by right-click but /terget item(& all others) r not working  :(
Oh! Oh! also would be nice if "Move to inventory" button will work!  :woot: This will really help to avoid half of clicks!
Didar Eraci in game

bilbous

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Re: ability to target objects to allow shortcutting
« Reply #4 on: April 08, 2007, 05:42:37 pm »
There seems to be a discrepancy between the equipment at Harnquists and that at Trasoks. At Trasoks I can use my target item shortcut to cycle through the whatnot but yesterday I could not at Harnies. As far are automating the load/unloading of the equipment via shortcut, I have no idea how that would work:
Code: [Select]
/target anvil
/use
might work but I doubt
Code: [Select]
/target stock caster
/use
would

Is there a way to choose a specific option from /target_context such as perhaps
Code: [Select]
/target_context examine to open the loading tray, apparently not. /targetinfo doesn't either. /use just tells me I have nothing in the container. Perhaps a new clause could be built in such that by targeting the piece of equipment I wish to use with the items in my pack I could issue the command /use 10 molten iron WITH $target or perhaps these usable landscape items could assume that anything /used when they are targeted are to be used with them.

Caarrie

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Re: ability to target objects to allow shortcutting
« Reply #5 on: April 08, 2007, 08:07:54 pm »
The equipment at harny is part of the map and the equipment at trasoks is spawned items that is why you can use your shortcut on the stuff at trasoks

Narure

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Re: ability to target objects to allow shortcutting
« Reply #6 on: April 08, 2007, 09:30:37 pm »
Why was it made part of the map?

ThomPhoenix

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Re: ability to target objects to allow shortcutting
« Reply #7 on: April 08, 2007, 10:07:43 pm »
Because the smithy has always been there, even when crafting wasn't implemented yet. It was easier and prettier to turn the existing meshes into action locations.
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Narure

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Re: ability to target objects to allow shortcutting
« Reply #8 on: April 08, 2007, 10:10:54 pm »
Well didnt they plan to put crafting in?

bilbous

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Re: ability to target objects to allow shortcutting
« Reply #9 on: April 08, 2007, 10:43:17 pm »
I think you could resolve this distinction if you have a mind to by sticking an invisible spawned item surface overtop the landscape graphics. A facade if you will.

ThomPhoenix

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Re: ability to target objects to allow shortcutting
« Reply #10 on: April 08, 2007, 10:45:33 pm »
Narure, you can't always prepare for things that might be implemented in 5 years when you're designing stuff.
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Caarrie

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Re: ability to target objects to allow shortcutting
« Reply #11 on: April 08, 2007, 11:07:11 pm »
There is no way to spawn invisible items yet so that cant be done and I dont know if it ever will be possible

Narure

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Re: ability to target objects to allow shortcutting
« Reply #12 on: April 08, 2007, 11:07:55 pm »
Well crafting was always planned to be implemeted surley? It really doesnt make sense to me. Why was it made that way anyway, surley most games will make objects like that seperate so they can just be plonked down anywhere.

Caarrie

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Re: ability to target objects to allow shortcutting
« Reply #13 on: April 08, 2007, 11:25:52 pm »
Just because it was planned does not mean they have planned out all the parts to go with it. And right now we have no collision detection on items so just plonking down an item will not give the same effect as you see in oja.

bilbous

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Re: ability to target objects to allow shortcutting
« Reply #14 on: April 09, 2007, 12:25:58 am »
No transparent objects? I guess that explains the lack of windows and some of the problems with the ladders. Of course a veneer does not have to be invisible, as the forges and the tanks for example have room for a grill, the table could have a raised edge to prevent bits and pieces falling off. The anvil would be more of a problem.

Is there any way to logically tie a point-sized spawnable object to the scenery based tools? If so you could embed such an object into the scenery so that /target would pick it up and yet clicking on the scenery would also still access it.

I suppose it is not too important but it has caught my attention and so I am offering suggestions.