Page 1 of 2

None mouse over features

Posted: 04 Jun 2007, 21:38
by aGorm
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

Posted: 08 Jun 2007, 10:24
by aGorm
Don't you jsut love it when no one wants to reply? :P

But seriosly... I realy quite need this. I mean... the tree map realy is so near ready to go and all i need now is like this little thing fixed and then when the new build comes out I can release the map.

aGorm

Posted: 08 Jun 2007, 10:38
by AF
I'd try and do it if I had a little pointer as to where to look in the code.

Posted: 11 Jun 2007, 11:00
by aGorm
It's the reason you can recilam all that ground folidge without area reclaim BTW AF... so when this is fixed recialming would be a hell of a lot easier.
Anyone know were he can look? (blast it all I wish I had time to learn C++ sometimes...)

aGorm

Posted: 11 Jun 2007, 11:05
by AF
No it isnt, on your tree map there are some features which never show the reclaim cursor and youc ant reclaim them using normal click commands, you have to use area reclaim commands.

This isnt because theres a hidden unit behind it or anything.

Posted: 11 Jun 2007, 13:26
by 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

Posted: 11 Jun 2007, 17:04
by AF
oh so the tree hitspheres overlap with the feature your trying to relcaim? no.

If that were the case then I wouldn't be able to select any units on the tree map save on the water.

Ill try and get you an example.

Posted: 11 Jun 2007, 20:39
by 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

Posted: 11 Jun 2007, 22:24
by AF
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.

Posted: 11 Jun 2007, 22:47
by aGorm
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

Posted: 12 Jun 2007, 17:48
by trepan
So you just want to block mouse selection, area reclaims should still work?

I've coded the change so that you can define "NoSelect" in the feature definition,
and it can be set on a per-feature basis using the Spring.SetFeatureNoSelect()
lua call-out.

Posted: 12 Jun 2007, 18:10
by AF
yes so when the selection is tested the large tree features are ignored.

Posted: 12 Jun 2007, 18:27
by trepan
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

Posted: 12 Jun 2007, 19:00
by AF
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.

Posted: 12 Jun 2007, 19:35
by trepan
Once again, not helpful ;-)

The job is done, the noSelect feature tag does not make features inert.
It does nothing but block them from being displayed and selected by the
mouse.

Posted: 12 Jun 2007, 20:30
by AF
Just incase I had this quick sketch with a rubbish AK

Image

Posted: 12 Jun 2007, 20:47
by aGorm
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

Posted: 12 Jun 2007, 20:49
by AF
It seems youll have to wait for the next super omg wtf huge trepan commit to test it out.

Posted: 12 Jun 2007, 20:51
by aGorm
Oh well, if it works as promised I'll atleast be abe to ship the map out like the next day or somthing...

aGorm

Posted: 12 Jun 2007, 20:55
by trepan
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).