Hello,
Is there a way to display a radius visualisation picture around an assembling machine, the same way mining drills does?
My mod has an assembling machine doing scripted stuff in it's radius, and I would like to display the radius before the entity is placed, or when the entity is clicked.
Thx!
Radius visualisation picture on assembling machine ?
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Re: Radius visualisation picture on assembling machine ?
I was looking for help with radius visualisation as well and found this post.
Maybe you also still need this.
I was able to add a visualisation area by adding the radius_visualisation_specification property to my new assembling-machine prototype like this:
The custom png (just a colored circle) is only needed if you don't want a square area. Otherwise you could also use the default electric-pole or mining-drill visualisation sprites from the base game.
This works fine and displays the area while placing the entity and hovering over a placed entity.
The only problem is that while placing the entity, the red and green "can/can't place" tint also gets applied to the visualisation sprite wich is not the case for all other area visualisations like for turrets or mining-drills. I have tried to add some flags to the sprite but no success sofar
Does anyone else know how or even if this placement tint can be deactivated for the radius_visualisation_specification sprite?
Maybe you also still need this.
I was able to add a visualisation area by adding the radius_visualisation_specification property to my new assembling-machine prototype like this:
Code: Select all
radius_visualisation_specification = {
sprite = {
filename = "__My_Mod__/graphics/entity/test-radius-visualization.png",
size = 960
},
distance = 10
}
This works fine and displays the area while placing the entity and hovering over a placed entity.
The only problem is that while placing the entity, the red and green "can/can't place" tint also gets applied to the visualisation sprite wich is not the case for all other area visualisations like for turrets or mining-drills. I have tried to add some flags to the sprite but no success sofar
![Sad :(](./images/smilies/icon_e_sad.gif)
Does anyone else know how or even if this placement tint can be deactivated for the radius_visualisation_specification sprite?
Re: Radius visualisation picture on assembling machine ?
Mining Drills don't use radius_visualisation_specification, they use a separate radius_visualisation_picture which is unique to the MiningDrill type, which explains why they act different. I don't see anything used for turrets - I'm guessing the game draws it based on the turret's AttackParameters' range value instead.
Couldn't find anything in the Sprite type to stop the tinting - draw_as_shadow TECHNICALLY does stop the red tinting but then it's always tinted like a shadow, so not really useful. This should maybe be made into a modding interface request to have radius_visualisation_specification not be tinted if placement is invalid, to make it behave similarly to mining drills and turrets. Maybe a bool setting in case anyone would ever WANT it tinted? EDIT: It also tints if it's moved out of placement range, which neither mining drills or turrets do.
That said, thanks for posting this, as Homeworld_Redux has a LOT of buildings that rely on scripting in a radius around it, and it's nice to be able to relay those ranges to the user clearly. Already working on an update for it.
Couldn't find anything in the Sprite type to stop the tinting - draw_as_shadow TECHNICALLY does stop the red tinting but then it's always tinted like a shadow, so not really useful. This should maybe be made into a modding interface request to have radius_visualisation_specification not be tinted if placement is invalid, to make it behave similarly to mining drills and turrets. Maybe a bool setting in case anyone would ever WANT it tinted? EDIT: It also tints if it's moved out of placement range, which neither mining drills or turrets do.
That said, thanks for posting this, as Homeworld_Redux has a LOT of buildings that rely on scripting in a radius around it, and it's nice to be able to relay those ranges to the user clearly. Already working on an update for it.