View topic - Factory and destination point



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PostPosted: 02 Aug 2012, 07:41 

Joined: 02 Jul 2012, 12:16
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?


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PostPosted: 02 Aug 2012, 09:25 
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Joined: 26 Oct 2007, 15:21
This is actually a workaround of an older bug, where units would get stuck in labs if the rally point was far away


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PostPosted: 03 Aug 2012, 13:12 

Joined: 20 Oct 2009, 12:04
yes, this workaround is annoying


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PostPosted: 15 Oct 2012, 08:16 

Joined: 02 Jul 2012, 12:16
Beherith wrote:
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.


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PostPosted: 15 Oct 2012, 12:18 

Joined: 20 Oct 2009, 12:04
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.


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PostPosted: 26 Mar 2013, 10:32 

Joined: 02 Jul 2012, 12:16
Broker wrote:
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?


In new version spring this bag do not fix?


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PostPosted: 26 Mar 2013, 12:13 

Joined: 20 Oct 2009, 12:04
Broker wrote:
In new version spring this bag do not fix?

Can you reproduce it? I can't.

"the factory puts destination point at itself" - only when you give "stop" order (or press S shotcut) but not when queue is empty


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PostPosted: 26 Mar 2013, 12:58 

Joined: 02 Jul 2012, 12:16
jamerlan wrote:
Broker wrote:
In new version spring this bag do not fix?

Can you reproduce it? I can't.

"the factory puts destination point at itself" - only when you give "stop" order (or press S shotcut) but not when queue is empty


i can (((

turn of repeat and try it.

and I think that the stop order must delete queue but not the point of collection.


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PostPosted: 26 Mar 2013, 13:08 
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Joined: 24 Oct 2008, 23:23
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please make a replay where this happens to you (run spring.exe and choose sandbox mode) and upload it, i can't reproduce the bug either.


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PostPosted: 26 Mar 2013, 13:41 

Joined: 20 Oct 2009, 12:04
>>and I think that the stop order must delete queue but not the point of collection.
+1 ;-)


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PostPosted: 26 Mar 2013, 16:20 

Joined: 02 Jul 2012, 12:16
Silentwings wrote:
please make a replay where this happens to you (run spring.exe and choose sandbox mode) and upload it, i can't reproduce the bug either.


there you are


Attachments:
File comment: demo 5 min
20130326_191230_DeltaSiegeDry_94.sdf [94.63 KiB]
Downloaded 7 times
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PostPosted: 27 Mar 2013, 11:26 

Joined: 02 Jul 2012, 12:16
Silentwings wrote:
please make a replay where this happens to you (run spring.exe and choose sandbox mode) and upload it, i can't reproduce the bug either.



all right?


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PostPosted: 27 Mar 2013, 12:00 
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Yes, thanks, I can see your problem now.

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!]


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PostPosted: 27 Mar 2013, 12:31 

Joined: 02 Jul 2012, 12:16
Silentwings wrote:
Yes, thanks, I can see your problem now.

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?

can factory reclaim?


Attachments:
auto_reclaim_heal_assist.lua [3.63 KiB]
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PostPosted: 28 Mar 2013, 12:32 
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According to the Lua wiki:

Quote:
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.


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PostPosted: 28 Mar 2013, 12:40 

Joined: 02 Jul 2012, 12:16
Silentwings wrote:
According to the Lua wiki:

Quote:
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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PostPosted: 28 Mar 2013, 13:19 
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Oh, that's equally good, at least for BA :)


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