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AutoCarryall can receive manual order and auto action can be turn on/off by condition #20398
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Plus: I think when there is a high possibility that the creator of Plus 2: AutoCarryall cannot carry AutoCarryable manually (only allow automatically), is it a bug or feature? I consider it a bug in this PR and fix it. |
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Because in our mod (third-party) we require that when switch to |
So I concern that if it is due to somewhere else in OpenRA need |
Ok, that makes sense to me. I expected a switch to entail the carryall landing and dropping off cargo, but this is more meant as controllable unit that usually does its own thing (just like harvesters automatically search for resources but can still be ordered). |
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When you give a pickup order to a carryall while it is moving to pickup the harvester, it doesn't cancel the activity queue. The unit you ordered to pick up will be moved to the place where the carryall was moving in the first place and dropped of there Screen.Recording.2022-11-17.at.18.47.19.mov |
Yes, so we cancel the activity queued?
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Should be fixed now. |
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you can merge those PRs first. I will handle the conflicts. |
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LGTM
@dnqbob pls can you post yaml from example above? Im trying to recreate AUTO/MANUAL decoration from your example but I stuck. heres my yaml that dont work: |
Noted that due to some recently change you cannot use mouse click to deploy because GrantConditionOnDeploy conflict with Unload, but you can try pressing [F]. I think maybe add a autotarget and using stance will be a better idea, |
Or probably if AutoCarryall grant condition to itself if its on. |
Yep, so the problem is the image is not showing? I suggest to use |
But how to trigger WithTextDecoration with condition when GrantConditionOnDeploy dont work? Is there any other way? |
stances use conditions afaik |
I don't see any problem in your code, could you try use my example code in your mod?
You can use stances in |
If I select carryall and for example order it to move elsewhere it go there and stay idle. That mean carryall switch from auto mode to manual because he no longer automaticly transports Harvesters or anything else. But the Auto text is still visible. This will confuse people. Because they will think carryall is on auto mode but its not, it just flying idle with harvester. 2024-02-29.13-35-02.mp4 |
Maybe add
which will make AutoCarryall only recieve If you want text is compeletely sync with current carryall behavior. |
thx, this work, but overide issue with GrantConditionOnDeploy still remain.
Im missing something. How are stances related to this issue? |
See line 213 in AutoTarget.cs. If you really going to use |
Compared with |
Thanks for advice, I will try it. |
Summary
(1). Autocarryall can receive manual order, make a controllable carryall (unlike the one in D2k) with AutoCarryall easier to manipulate for player.
(2). Autocarryall's auto action can be turn on/off by condition, make (1) even easier to manipulate. In test case, you can use "Deploy" to disable and enable the auto action of TS carryall (when they has no passenger).
The change here is mainly to make
AutoCarryall
work likeAutoTarget
-- even if actor can automatically find their own target, player can still order them to attack elsewhere, and you can change to "HoldFire" for a better micromanage on you own.Side effect
No side effect currently. The carryall in D2K cannot be selected so they are just like before, unless you find bugs or some unexpected behaviors due to this PR.
Some thoughts
I think we can change D2K carryall into my testcase and make it selectable, they are hard to use currently with full auto action.