None mouse over features
Moderator: Moderators
None mouse over features
Can we have a tag added in to features that remves there mouse over detection? IE you have a large object and as its got a collision sperhe thats huge (due to its size) and it being indestructable, it means that its always in teh way. Kinda annoying, as it stops you ordering things about. You dont realy need to see the tool tip if it jast says "large tree" now do you?
Any takers?
aGorm
Any takers?
aGorm
Huh, which ones? Thats imposible, they shoudl atleast all have a mouse over, and unless you set non-recialmable, they are always recailmable.
I'm pretty sure its because you can't mouse over the hit sphers, as the tree hit spers (which are way bigger and obviolsy overlap them) get in the way.
But I'll double check when I get in anyway, just in case.
aGorm
I'm pretty sure its because you can't mouse over the hit sphers, as the tree hit spers (which are way bigger and obviolsy overlap them) get in the way.
But I'll double check when I get in anyway, just in case.
aGorm
Hopefully you will have time to confirm that what I'm saying is true (seeing as I jusr went in agame and had a look.)
Try mousing over a fern that is not near a tree... wola, you get the reclaim by defult (asuming you have a con slected anyway)
Now find one of teh ones you cant reclaim... notice the tool tip is suddenly display "Large Tree" insted of "fern".
You can still select units under this hitsheper becasuet he tree have teh not recilamable tag, which means mousing over them does not change the action to a reclaim cursor. Unfortunatly it also blocks the dection of any other action, and so your left with the default "select or move" comand. Notice if you mose over a factory under a tree, you probablie wont get the guard to come up, it will stay as move.
Anyway... Can a dev please please please look into this... seeing as release are so far apart it would be a shame to have to wait like another year till you release a release with this fixed befor releasing the map. So it realy needs fixing befor the next release!!!
PLEASE!!!
aGorm
Try mousing over a fern that is not near a tree... wola, you get the reclaim by defult (asuming you have a con slected anyway)
Now find one of teh ones you cant reclaim... notice the tool tip is suddenly display "Large Tree" insted of "fern".
You can still select units under this hitsheper becasuet he tree have teh not recilamable tag, which means mousing over them does not change the action to a reclaim cursor. Unfortunatly it also blocks the dection of any other action, and so your left with the default "select or move" comand. Notice if you mose over a factory under a tree, you probablie wont get the guard to come up, it will stay as move.
Anyway... Can a dev please please please look into this... seeing as release are so far apart it would be a shame to have to wait like another year till you release a release with this fixed befor releasing the map. So it realy needs fixing befor the next release!!!
PLEASE!!!

aGorm
It wouldnt be an issue if you followed my reccomendations on feature placement. Users shouldnt have to spend ages waiting for builders tor eclaim features in the waya nd the feature forest makes it awkward to pick out units because the small foliage obscures units, the foliage should eb clumped around the larger features.
Yes, and I have taken them into consideration, and aced on them. However this is still a fix needed. It would still work better if this issue could be fixed.
Hell, I'm not trying to arguee with you here, I just would like someone to patch this, not you specificaly, just anyone! It would seriosly help lanthans planed map with buildings, as well as anyone else planning on using large features as dodads on a map.
I also much reduced the hit shpers on the small folidge plants, which means your way more likely to slect a unit now even when they are in the folidge.
Jese I'm the guy making the map youd think I might know what i need to fix it.
Would any dev other than AF like to patch this for me? Or tell AF were to look?
aGorm
Hell, I'm not trying to arguee with you here, I just would like someone to patch this, not you specificaly, just anyone! It would seriosly help lanthans planed map with buildings, as well as anyone else planning on using large features as dodads on a map.
I also much reduced the hit shpers on the small folidge plants, which means your way more likely to slect a unit now even when they are in the folidge.
Jese I'm the guy making the map youd think I might know what i need to fix it.
Would any dev other than AF like to patch this for me? Or tell AF were to look?
aGorm
That didn't really answer my question, blocking the mouse
selection is a given based on the topic, the area reclaiming
was the real unknown.
I've decided to just block the mouse selection / display as you
can already use the 'reclaimable' tag to block area reclaiming
for features.
FeatureDef TDF
noselect=1
LUA (probably LuaGaia)
FeatureDefs[featureDefID].noSelect -> boolean
Spring.GetFeatureNoSelect(featureID) -> boolean
Spring.SetFeatureNoSelect(featureID, boolean) -> nil
selection is a given based on the topic, the area reclaiming
was the real unknown.
I've decided to just block the mouse selection / display as you
can already use the 'reclaimable' tag to block area reclaiming
for features.
FeatureDef TDF
noselect=1
LUA (probably LuaGaia)
FeatureDefs[featureDefID].noSelect -> boolean
Spring.GetFeatureNoSelect(featureID) -> boolean
Spring.SetFeatureNoSelect(featureID, boolean) -> nil
On aGorms map, thre are big hgue trees, then there are little tiny ones.
You cant reclaim the tiny ones because the mouse click assumes your issuing the command on the trees, not the foliage, because of the trees size.
So say you have an AK under the tree, and you click on the AK, no the AK isnt selected, because the trees in the way.
Area reclaim is your only method of doing it because area rclaim sets an area, whereas the single click reclaim order is blocked by the tree.
You cant reclaim the tiny ones because the mouse click assumes your issuing the command on the trees, not the foliage, because of the trees size.
So say you have an AK under the tree, and you click on the AK, no the AK isnt selected, because the trees in the way.
Area reclaim is your only method of doing it because area rclaim sets an area, whereas the single click reclaim order is blocked by the tree.
Ok, so just to get this stright in my head, I now have a "noSelect" tag which I can stick in a features TDF, which has the effect of basicly making the tree not there for the purpose of slecting: IE, if it was given to a tree feature the feature would no longer give a tool tip, and no longer block you with its large hit spher from clicking any of the other features and units that were under its hit sphere?
IF so... WICKED!! Is it in a test build that I can download?
aGorm
IF so... WICKED!! Is it in a test build that I can download?
aGorm
AF:
I understand aGorm's problem, the real question was as
to whether or not he wanted to make the features non-
reclaimable. Once I found the existing 'reclaimable' tag in
the feature def TDF, it became a moot point.
aGorm:
It hasn't been committed yet. I'll be committing it once the
LuaRules unit shaders and display list replacement features
are done. You should have it by next weekend (the feature
'noSelect' tag feature is trivial, but it does modify some files
affected by the larger uncommitted features).
I understand aGorm's problem, the real question was as
to whether or not he wanted to make the features non-
reclaimable. Once I found the existing 'reclaimable' tag in
the feature def TDF, it became a moot point.
aGorm:
It hasn't been committed yet. I'll be committing it once the
LuaRules unit shaders and display list replacement features
are done. You should have it by next weekend (the feature
'noSelect' tag feature is trivial, but it does modify some files
affected by the larger uncommitted features).