beyond-all-reason / beyond-all-reason/RecoilEngine

Make `maxRange` work on weaponless units

Open
#1,300 1 comment 0 reactions 0 assignees View on GitHub
enhancement
Dominant language
C++
Stars
679
Forks
290
Avg merge
3d 2h
Merged PRs (30d)
40

Description

`Spring.SetUnitMaxRange(unitID, number)` sets a unit's engagement range. It controls how close a unit will walk up to enemies. You can make sure a unit with multiple weapons walks to an optimal range without getting confused by sidearms with different ranges.

It would be good if this worked regardless of whether the unit actually has any weapons. This way utility units (radar truck etc) on a fight command would be able to be configured to stop alongside other combat units and not drive into the enemy.

Contributor guide

Open the contributing guide

Research direction

Start by tracing the C++ implementation of Spring.SetUnitMaxRange(unitID, number) and how engagement range currently depends on a unit's weapons. Check the fight-command behavior for weaponless utility units, then verify that maxRange makes them stop at the configured range without changing the existing multi-weapon behavior.

Written by the indexing model from the issue text.

Assessment

Tech stack
cpp
Domain
api, game-dev
Issue type
Feature
Difficulty
4/5
Estimated time
3-5 days
Activity status
Stale
Clarity
Mostly clear
Newbie friendliness
45/100

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