I'm still working on GPTP, but to check how advanced the features are, I started a mod that allowed
me to hook more stuff as I saw it was not possible to do what I wanted with what I had.
Now the mod has advanced, but I have a growing concern that I may be missing some bugs, related to
the code of GPTP itself.
That's why I would like some people to test the mod, and see if they can find some bugs that can
be reproduced (because if they can't be reproduced, I can't figure what trigger them, or if they
got fixed somehow during a change).
Here are the features of this mod:
Code
-For selected units:
-Display rally points and path to it
-Display nydus canal exit like a rally point
-Display attack target and path to it
-Display queued orders and paths between them
-Display range for carriers, reavers, medics, bunkers (highest range occupant), armed buildings, siege tanks in siege mode and burrowed lurkers
-Display enemy detector range if cloaked unit among selected
-Display ally status (what is built, content of transports, others...) as if owned or in replay
-Display full HP and Shields always: when set to very high values in map editor or other, no value cause it to disappear (only display current value if no room for max, use K and M for higher values to save space)
-Display amount of workers queued on selected resource (ideal is 1, or 2 if not possible)
-Allow buildings multi-select in various ways:
-same id buildings
-zerg main buildings
-armed buildings (can be selected with ordinary units)
-flying terran buildings
-buildings can be put in a numbered group
-unit training facilities all try to train 1 unit when doing the order together (not smart behavior)
-When several workers are selected and given a construction order, the next worker not already building execute the order.
-When multiples flying buildings try to land together, the one whose landing decide the position of all others has a dotted line to destination
-When multiples nydus canal try to make an exit together, the only one that will build an exit has a dotted line to the placement box
-Other things I should add to this list?
-Display rally points and path to it
-Display nydus canal exit like a rally point
-Display attack target and path to it
-Display queued orders and paths between them
-Display range for carriers, reavers, medics, bunkers (highest range occupant), armed buildings, siege tanks in siege mode and burrowed lurkers
-Display enemy detector range if cloaked unit among selected
-Display ally status (what is built, content of transports, others...) as if owned or in replay
-Display full HP and Shields always: when set to very high values in map editor or other, no value cause it to disappear (only display current value if no room for max, use K and M for higher values to save space)
-Display amount of workers queued on selected resource (ideal is 1, or 2 if not possible)
-Allow buildings multi-select in various ways:
-same id buildings
-zerg main buildings
-armed buildings (can be selected with ordinary units)
-flying terran buildings
-buildings can be put in a numbered group
-unit training facilities all try to train 1 unit when doing the order together (not smart behavior)
-When several workers are selected and given a construction order, the next worker not already building execute the order.
-When multiples flying buildings try to land together, the one whose landing decide the position of all others has a dotted line to destination
-When multiples nydus canal try to make an exit together, the only one that will build an exit has a dotted line to the placement box
-Other things I should add to this list?
Note: Many units don't have a wireframe for multi-select, so they are set to use one saying "BLANK".
Thanks in advance
edit: Fixed reported bugs, special thanks to Voyager7456
edit2 (2020/May/11): Update:
Enemy detectors in range of selected friendly cloaked unit now display a dotted ellipse in 2 colors: white and enemy unit color.
The range of detection displayed still has this unreliability due to collision box of cloaked unit not taken in account.
Fixed crash when a medic got into a bunker
Fixed buildings getting selected in priority compared to some units
Lurker now have their range displayed when burrowed
New features:
Code
- multi-selected facilities (and carriers and reavers and their heroes) when multi-selected display the amount of things in queue on their selection icon
- multi-selected buildings with no multi-select wireframe now use an image saying BLANK instead of the Marine wireframe
- multi-selected buildings with no multi-select wireframe now use an image saying BLANK instead of the Marine wireframe
If I added something else, I forgot.I'm in a deep research process right now (text display on multi-selected items failed to work for a long time, and other
things are still being looked into)
edit3 (2020/June/26) :
New features:
Code
- Workers will start harvesting automatically for human players in non-UMS games
- Rallying is now smart: perform the same action as if the newly built/morphed unit was ordered through a right click to the target unit/location
- Eggs (normal/lurker) and the mutalisk cocoon can now have their rally point changed through a right click (for normal egg, right-clicking on itself will use the rally point from the structure)
- Normal eggs using a defined rally from main structure show a dotted line between the structure and the egg in addition to the normal rally point starting from the egg to destination
- Rallying is now smart: perform the same action as if the newly built/morphed unit was ordered through a right click to the target unit/location
- Eggs (normal/lurker) and the mutalisk cocoon can now have their rally point changed through a right click (for normal egg, right-clicking on itself will use the rally point from the structure)
- Normal eggs using a defined rally from main structure show a dotted line between the structure and the egg in addition to the normal rally point starting from the egg to destination
edit4 (2020/August/02) :
New features:
Code
- SCV constructing, Ghosts nuking, Archons merging now can have right-click to queue a right-click action for when they're done.
Those actions can be queued. Right-clicking on the unit itself will clear the queue. Attempts to queue right click on unit will be ignored.
- Fixed the fact multi-selected nuke silos could not display their button to build a nuke
Those actions can be queued. Right-clicking on the unit itself will clear the queue. Attempts to queue right click on unit will be ignored.
- Fixed the fact multi-selected nuke silos could not display their button to build a nuke
I spent so long trying to understand the mechanisms linked to queuing orders (and getting side-tracked like usual ) that I may have
forgotten some other changes/progress I made.
edit5 (2020/October/12) :
- fixed queued order indicator not showing for scb building then going to harvest
- brought base of mod to version 5.931 of GPTP
- added all spells handled by orders_Spell to burrow and siege mode as forcefully queueable (against .dat orders) (I should just overwrite the .dat at game/map startup eventually instead, wasteful as it is )
- releasing source
edit6 (2021/October/14):
Didn't do it in purpose to be here almost exactly 1 year later
- brought base of mod to version 6.000 of GPTP
- logic to see ongoing infestation progress fixed (though it's still so fast most won't ever see it)
- fixed a bug in create_init_units that crashed multiplayer games with AI
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Post has been edited 7 time(s), last time on Oct 14 2021, 9:53 am by UndeadStar.