beyond-all-reason / beyond-all-reason/RecoilEngine
[FR] BuildRange3D Y stretch
- Dominant language
- C++
- Stars
- 679
- Forks
- 290
- Avg merge
- 3d 2h
- Merged PRs (30d)
- 40
Description
I am using builders with buildRange3D = true
I am satisfied with this behaviour, but at some point it may be needed to stretch the sphere by Y coordinate to enable building on some important large cliffs, purely from gameplay perspective. For example, one map I design very large cliffs but I want my builders able to build in certain places up high right on the edge of their build range.
I think it will be useful to have an Y coordinate scale for a unitdef (`buildRangeHeightMod`), similarly to what we have for the weapons
Contributor guide
Research direction
Start by tracing how builders use buildRange3D and how weapon range modifiers are represented on a unitdef. Define the expected behavior for buildRangeHeightMod, including Y scaling on large cliffs, and verify that builder placement respects the configured height range.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- cpp
- Domain
- game-dev
- Issue type
- Feature
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Stale
- Clarity
- Needs clarification
- Newbie friendliness
- 30/100