Apart from me sitting down and making a green oval shaped mesh, does anyone know of a quick and easy way to indicate which units in an RTS i have selected, hopefully using a circle/oval shape?
I think there might be a way to do this using primitives, which would be cool.
Assume ISceneMeshNode* name of the unit is "current"
If anyone can provide code to do this, that would be amazing.
Unit Selection Indicator
Re: Unit Selection Indicator
That won't help you much.coder543 wrote:If anyone can provide code to do this, that would be amazing.
What problem do you have using primitives to draw this ?
Software documentation is like sex. If it's good you want more. If it's bad it's better than nothing.
I am experienced enough with the engines in use that I can make a fairly large amount of progress quickly, but I've learned this knowledge in a short amount of time. Because I learned it quickly, there are holes in my knowledge. One of them is primitive manipulation. I could (theoretically) look up the code in the documentation, but I am solving other issues as the moment such as the actual functionality behind the unit selection.
It would be nice to get that code, plus I would learn how primitives work from that code.
It would be nice to get that code, plus I would learn how primitives work from that code.
To indicate which units is selected i'd use emitting colors - i.e. change the material of the unit to have small amount of emitting color.
Effect would be similar to: http://www.monsterup.com/upload/1218541793.jpg
Effect would be similar to: http://www.monsterup.com/upload/1218541793.jpg
That is an interesting way to do it... right now I am turning whether or not the unit is affected by light on and off. I was hoping that it would be possible to draw a little circle around the units using primitives. See this http://www.playrage.com/wp-content/uplo ... aft3_3.jpg