I’m currently working on movements queue for RTS. I’ve searched this topic, but I can’t seem to be able to find a lot of discussions about it.
How would you go about creating commands queue for an RTS? My RTS currently is blueprints only and I might create a basic stack interface in C++ for this.
Currently: I want to create an array of structs. Each struct has this info:
Vector: To hold location for movement/patrol
Actor: If it was follow/Attack command
Enum that holds these commands: Attack/Stop/Hold/Patrol/Move/spell
Spell number: 1-4
This is just theory crafting. I’m not sure how to implement it. Behavior trees could do good with this. I’m not sure. Any ideas? Maybe Master blueprint and then each child blueprint holds different info? Like masterMovement then move has location and attack has actor to attack etc…