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Factory and destination point
Posted: 02 Aug 2012, 08:41
by Broker
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?
Re: Factory and destination point
Posted: 02 Aug 2012, 10:25
by Beherith
This is actually a workaround of an older bug, where units would get stuck in labs if the rally point was far away
Re: Factory and destination point
Posted: 03 Aug 2012, 14:12
by jamerlan
yes, this workaround is annoying
Re: Factory and destination point
Posted: 15 Oct 2012, 09:16
by Broker
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.
Re: Factory and destination point
Posted: 15 Oct 2012, 13:18
by jamerlan
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.
Re: Factory and destination point
Posted: 26 Mar 2013, 10:32
by Broker
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?
Re: Factory and destination point
Posted: 26 Mar 2013, 12:13
by jamerlan
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
Re: Factory and destination point
Posted: 26 Mar 2013, 12:58
by Broker
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.
Re: Factory and destination point
Posted: 26 Mar 2013, 13:08
by Silentwings
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.
Re: Factory and destination point
Posted: 26 Mar 2013, 13:41
by jamerlan
>>and I think that the stop order must delete queue but not the point of collection.
+1

Re: Factory and destination point
Posted: 26 Mar 2013, 16:20
by Broker
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
Re: Factory and destination point
Posted: 27 Mar 2013, 11:26
by Broker
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?
Re: Factory and destination point
Posted: 27 Mar 2013, 12:00
by Silentwings
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!]
Re: Factory and destination point
Posted: 27 Mar 2013, 12:31
by Broker
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?
Re: Factory and destination point
Posted: 28 Mar 2013, 12:32
by Silentwings
According to the Lua wiki:
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.
Re: Factory and destination point
Posted: 28 Mar 2013, 12:40
by Broker
Silentwings wrote:According to the Lua wiki:
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.
Re: Factory and destination point
Posted: 28 Mar 2013, 13:19
by Silentwings
Oh, that's equally good, at least for BA :)
Re: Factory and destination point
Posted: 04 Oct 2013, 20:45
by jamerlan