After the construction query of a factory completed, the factory puts destination point at itself. Upon new construction query units stay at the factory and do not go to the previously set destination point. Any ideas to fix it?
This is actually a workaround of an older bug, where units would get stuck in labs if the rally point was far away
maybe you can fix that. When construction is complete, remember the old point, set a new point to the factory, and then restore the old one. Thank you.
Is this bug still present? Maybe this workaround can be removed already? It's easy to forget to setup new waypoints when factory was idle for some time.
After the construction query of a factory completed, the factory puts destination point at itself. Upon new construction query units stay at the factory and do not go to the previously set destination point. Any ideas to fix it?
This doesn't happen for most people and there is something specific about your configuration that's causing it. Could you rerun that demo (drag the file over spring.exe and it will play as though you are a spectator), and then after that upload the file infolog.txt?
I think one of your widgets is causing the bug - it looks like you have a widget which places a waypoint in the center of a factory when its queue finishes.
infolog.txt will let me see which widgets you've installed.
[If you have modified any of your widgets from the 'standard' versions then please check that its not your modifications that have caused the problem!]
This doesn't happen for most people and there is something specific about your configuration that's causing it. Could you rerun that demo (drag the file over spring.exe and it will play as though you are a spectator), and then after that upload the file infolog.txt?
I think one of your widgets is causing the bug - it looks like you have a widget which places a waypoint in the center of a factory when its queue finishes.
infolog.txt will let me see which widgets you've installed.
[If you have modified any of your widgets from the 'standard' versions then please check that its not your modifications that have caused the problem!]
you're right. one of my widgets have an error. I do not know why. this is a very simple widget. can you help me understand why?
bool canReclaim Default: builder && reclaimSpeed > 0 Can the unit be issued reclaim commands? For builders only. float reclaimSpeed Default: workerTime How fast the builder can reclaim other units and features.
Since all labs have workertime>0 and canReclaim is not specified in lab unitdefs, yes all labs will return canReclaim=true. I can't say right now this is a bug or not because right now I haven't read enough of unitdefs to tell; sometimes the effects of tags are not what you'd think from the name (for example its necessary that labs have canMove=true, even though they themselves can't move).
However, the widget is badly written because canReclaim is the wrong way to check if a contrustor is a lab or not - to check if this you should check if it has the category PLANT.
bool canReclaim Default: builder && reclaimSpeed > 0 Can the unit be issued reclaim commands? For builders only. float reclaimSpeed Default: workerTime How fast the builder can reclaim other units and features.
Since all labs have workertime>0 and canReclaim is not specified in lab unitdefs, yes all labs will return canReclaim=true. I can't say right now this is a bug or not because right now I haven't read enough of unitdefs to tell; sometimes the effects of tags are not what you'd think from the name (for example its necessary that labs have canMove=true, even though they themselves can't move).
However, the widget is badly written because canReclaim is the wrong way to check if a contrustor is a lab or not - to check if this you should check if it has the category PLANT.
)))
I added a condition unitDefID.isFactory == false. it works.
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