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ID | Project | Category | View Status | Date Submitted | Last Update | ||||
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0000394 | Spring engine | General | public | 2007-01-20 04:29 | 2012-06-27 02:29 | ||||
Reporter | LordMatt | ||||||||
Assigned To | abma | ||||||||
Priority | normal | Severity | minor | Reproducibility | always | ||||
Status | resolved | Resolution | fixed | ||||||
Product Version | |||||||||
Target Version | Fixed in Version | ||||||||
Summary | 0000394: Orders are not properly transfered when you give or take units. | ||||||||
Description | Whenever you give or take units, factory and builder orders remain but do not continue as before. For example their queues are there, but they aren't building. This behavior may or may not be present in other order commands. You have to dequeue the unit and requeue it, adding additional burden on the player who takes the units. It would be nice if units continued with the orders the departing player had given them, until told otherwise. | ||||||||
Tags | No tags attached. | ||||||||
Checked infolog.txt for Errors | |||||||||
Attached Files |
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tvo (reporter) 2007-01-20 12:22 |
I think this was done to prevent e.g. giving a bunch of metal makers to the enemy to drain their economy. It would probably be good tho if the units' queues were actually cancelled, and if this only happened when giving to enemies... |
LordMatt (reporter) 2007-01-20 20:11 |
I don't remember them working correctly ever, tbh. Is there ever even a reason to allow giving units to enemies? The only time I see it done are RAGEQUITTING, or before in some sort of exploit. Perhaps disabling the ability to give units to the enemy plus fixing this behavior would be best. :-) |
LordMatt (reporter) 2007-03-03 01:36 |
The solution to the metal maker issue is to include a metal maker widget that is on by default. Problem solved. I'm really getting tired of having to spend 5 minutes requeuing all of the factories and cons of a dropped ally. In a competitive game that can easily be the difference between a win and a loss, and the player who is taking the units is already at enough of a disadvantage microwise without having to give every single order the other player had again. PLEASE FIX! :D |
trepan (reporter) 2007-03-03 17:22 Last edited: 2007-03-03 18:34 |
I've changed it to the following: ALWAYS remove the unit from the current selection IF Enemies(oldteam, newteam) THEN - clear command queue - clear build queue - deactivate unit - set repeat to off - set cloak to off (if allowed) - set movestate to maneuver (if allowed) - set firestate to fire at will (if allowed) - set trajectory to low (if allowed) ELSE - do none of the above END The old behaviour of clearing the commands queue for allied transfers can be accomplished via LuaUI scripting. I'll close this report once the change has been committed. |
LordMatt (reporter) 2007-03-03 18:32 |
Thanks! |
LordMatt (reporter) 2007-10-13 21:06 |
Did this ever get committed trepan? If so it could be closed :) |
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Date Modified | Username | Field | Change |
---|---|---|---|
2007-01-20 04:29 | LordMatt | New Issue | |
2007-01-20 12:22 | tvo | Note Added: 0000592 | |
2007-01-20 20:11 | LordMatt | Note Added: 0000593 | |
2007-03-03 01:36 | LordMatt | Note Added: 0000749 | |
2007-03-03 17:22 | trepan | Note Added: 0000750 | |
2007-03-03 18:32 | LordMatt | Note Added: 0000751 | |
2007-03-03 18:34 | trepan | Note Edited: 0000750 | |
2007-10-13 21:06 | LordMatt | Note Added: 0001350 | |
2007-10-21 02:24 | trepan | Status | new => resolved |
2007-10-21 02:24 | trepan | Resolution | open => fixed |
2012-06-27 02:27 | abma | Status | resolved => assigned |
2012-06-27 02:27 | abma | Assigned To | => abma |
2012-06-27 02:29 | abma | Status | assigned => resolved |