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1 | | - |
2 | 1 | gui/siege-engine |
3 | 2 | ================ |
4 | 3 |
|
5 | 4 | .. dfhack-tool:: |
6 | | - :summary: todo. |
| 5 | + :summary: Extend the functionality and usability of siege engines. |
7 | 6 | :tags: fort gameplay buildings |
8 | 7 |
|
| 8 | +This tool is an in-game interface for `siege-engine`, which allows you to link |
| 9 | +siege engines to stockpiles, restrict operation to certain dwarves, fire a |
| 10 | +greater variety of ammo, and aim in 3 dimensions. |
9 | 11 |
|
10 | | -Activate an in-game interface for `siege-engine`, after selecting |
11 | | -a siege engine in :kbd:`q` mode. |
| 12 | +Run the UI after selecting a siege engine in :kbd:`q` mode. |
12 | 13 |
|
13 | | -.. image:: /docs/images/siege-engine.png |
| 14 | +The main UI mode displays the current target, selected ammo item type, linked |
| 15 | +stockpiles and the allowed operator skill range. The map tile color is changed |
| 16 | +to signify if it can be hit by the selected engine: green for fully reachable, |
| 17 | +blue for out of range, red for blocked, yellow for partially blocked. |
14 | 18 |
|
15 | | -The main mode displays the current target, selected ammo item |
16 | | -type, linked stockpiles and the allowed operator skill range. The |
17 | | -map tile color is changed to signify if it can be hit by the |
18 | | -selected engine: green for fully reachable, blue for out of |
19 | | -range, red for blocked, yellow for partially blocked. |
20 | | - |
21 | | -Pressing :kbd:`r` changes into the target selection mode, which |
22 | | -works by highlighting two points with :kbd:`Enter` like all |
23 | | -designations. When a target area is set, the engine projectiles |
24 | | -are aimed at that area, or units within it (this doesn't actually |
25 | | -change the original aiming code, instead the projectile |
| 19 | +Pressing :kbd:`r` changes into the target selection mode, which works by |
| 20 | +highlighting two points with :kbd:`Enter` like all designations. When a target |
| 21 | +area is set, the engine projectiles are aimed at that area, or units within it |
| 22 | +(this doesn't actually change the original aiming code, instead the projectile |
26 | 23 | trajectory parameters are rewritten as soon as it appears). |
27 | 24 |
|
28 | | -After setting the target in this way for one engine, you can |
29 | | -'paste' the same area into others just by pressing :kbd:`p` in |
30 | | -the main page of this script. The area to paste is kept until you |
31 | | -quit DF, or select another area manually. |
| 25 | +After setting the target in this way for one engine, you can 'paste' the same |
| 26 | +area into others just by pressing :kbd:`p` in the main page of the UI. The area |
| 27 | +to paste is kept until you quit DF, or until you select another area manually. |
| 28 | + |
| 29 | +Pressing :kbd:`t` switches to a mode for selecting a stockpile to take ammo |
| 30 | +from. |
| 31 | + |
| 32 | +Exiting from the siege engine UI via :kbd:`Esc` reverts the view to the state |
| 33 | +prior to starting the script. :kbd:`Shift`:kbd:`Esc` retains the current |
| 34 | +viewport, and also exits from the :kbd:`q` mode to the main map. |
32 | 35 |
|
33 | | -Pressing :kbd:`t` switches to a mode for selecting a stockpile to |
34 | | -take ammo from. |
| 36 | +Usage |
| 37 | +----- |
35 | 38 |
|
36 | | -Exiting from the siege engine script via :kbd:`Esc` reverts the |
37 | | -view to the state prior to starting the script. |
38 | | -:kbd:`Shift`:kbd:`Esc` retains the current viewport, and also |
39 | | -exits from the :kbd:`q` mode to main menu. |
| 39 | +:: |
| 40 | + |
| 41 | + gui/siege-engine |
| 42 | + |
| 43 | +Screenshot |
| 44 | +---------- |
| 45 | + |
| 46 | +.. image:: /docs/images/siege-engine.png |
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