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Hold queue orders until you are ready #12408

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Snurre86 opened this issue Nov 21, 2016 · 8 comments
Open

Hold queue orders until you are ready #12408

Snurre86 opened this issue Nov 21, 2016 · 8 comments
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@Snurre86
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When you hold "shift" (default) to start a queue order the unit will start your first order immediately instead of waiting till you let go of the "shift". If you want the unit to start the queue order immediately you can always let go of the shift after one or two orders before reholding it again to queue more orders.

Here you see an example of the units waiting til you are ready for them to move and let go of the queue order button.
Illustration of waypoints

@penev92
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penev92 commented Nov 21, 2016

Duplicate of #2598 and partially #10470.

@penev92 penev92 closed this as completed Nov 21, 2016
@tovl
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tovl commented Sep 16, 2019

This does not sound like a duplicate to me. This is specifically asking to extend the order queueing functionality to put the queued orders on hold until the shift key is released again. That is different from the current behaviour, which immediately activates the first order regardless of if the shift key was held for the first order in the queue.

@abcdefg30
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The question now is if we wanted such a queuing feature ("don't start executing until exiting the queuing mode"), or if we consider what we currently have enough.

@tovl
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tovl commented Sep 17, 2019

As long as that is an open question I think we should at least reopen this for discussion. Especially after all the recent improvements to queued orders this might be more relevant than it was when first posted.

FWIW, I don't think the feature as it is suggested here is a good idea. It would be more frustrating to use than the current model. I remember it being quite awkward to use in RA2. But I do think it would be nice to have some way to put an order queue on hold and execute it at a later time.

@abcdefg30 abcdefg30 reopened this Sep 18, 2019
@GraionDilach
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A positive aspect of this was it allowed better timing for cases like testing 1v1 unit performance.

@nr1995
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nr1995 commented May 16, 2020

Yes the suggested behaviour is fairly vital functionality from vanilla.
If your unit starts moving the moment you enter the first waypoint,
then they could put themselves in danger long before you're finished defining their route.
Nothing should move until you let go of [Shift].

@pchote
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pchote commented May 16, 2020

The original games (RA3 and C&C3, at least) made an explicit distinction between queued orders (which were issued immediately) and planning mode (which were issued at once when leaving the mode).

@nr1995
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nr1995 commented May 16, 2020

The original games (RA3 and C&C3, at least) made an explicit distinction between queued orders (which were issued immediately) and planning mode (which were issued at once when leaving the mode).

Will there be implemented a way to issue
“when-leaving-the-mode” commands like this in OpenRA?

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