way to reproduce: * queue a sonar with a con or the com with the shift-key pressed * when the mouse (with the semi-transparent sonar) is moved once to several times over a built unit (tidal/mex/sea lab) it changes into a dragons eye
way to reproduce: * queue a sonar with a con or the com with the shift-key pressed * when the mouse (with the semi-transparent sonar) is moved once to several times over a built unit (tidal/mex/sea lab) it changes into a dragons eye
Lol that could explain why I made a dragon eye instead of sonar the other day. I thought i just misclicked it in the menu.
The context build widget is poorly written, the main problem being that it permanently switches your build option each time, forgetting what you originally selected.
Here's a scenario: - You want to build a sonar - You select the sonar from the list - By chance the the buildmenu is 'over' land, and so the context build widget immediately switches your building selection to the dragons eye - Because dragons eyes can be build on land and water, any location is valid and thus it never switches back to the sonar that you originally clicked.
While you could rewrite the widget to not be fail, a better solution would be to merge each of the equivalent land/sea units into a single amphibious/floating unit, resulting in a tidier mod and removing the need for the widget in the first place.
The problem is that the dragon eye can be build everywhere and therefore it does not qualify to be used in that widget. How can that be solved by a different widget implementation?
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