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[quote]a patched CleanOrder() http://pastebin.com/vWALKF6Y to fix it don't remove Queue that overlap over building. You need to re-cleanup this patch.[/quote]
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[quote]a patched CleanOrder() http://pastebin.com/vWALKF6Y to fix it don't remove Queue that overlap over building. You need to re-cleanup this patch.[/quote]
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Ah thanks, I accidentally deleted the myQueue[key] = nil lines, probably before I understood what they actually did. I also incorporated your changes for keeping started buildings on the queue. I'll need to test that later to make sure it's working properly.
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Ah thanks, I accidentally deleted the myQueue[key] = nil lines, probably before I understood what they actually did. I also incorporated your changes for keeping started buildings on the queue. I'll need to test that later to make sure it's working properly.
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[quote]Airplane don't have moveID and "access a nil index" meant your index is NIL.[/quote]
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[quote]Airplane don't have moveID and "access a nil index" meant your index is NIL.[/quote]
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I still don't understand this. AFAIK 'nil' is a valid (although not necessarily sane) value in lua, so moveID = nil should be valid. The error isn't even occurring from the usage of moveID, but rather just from assigning it using UnitDefs[udid].moveDef.id. I already implemented a check for "if (moveID)" in isTargetReachable so that shouldn't cause any problems either, but I haven't been able to get far enough to test that yet.
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I still don't understand this. AFAIK 'nil' is a valid (although not necessarily sane) value in lua, so moveID = nil should be valid. The error isn't even occurring from the usage of moveID, but rather just from assigning it using UnitDefs[udid].moveDef.id. I already implemented a check for "if (moveID)" in isTargetReachable so that shouldn't cause any problems either, but I haven't been able to get far enough to test that yet.
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Also I didn't have any air units at the time of testing, unless recom/jumps count. I still don't see any significant differences with the old widget's pathing code either.
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Also I didn't have any air units at the time of testing, unless recom/jumps count. I still don't see any significant differences with the old widget's pathing code either.
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EDIT: Strike com also causes this error, so it's a problem with the way I'm trying to access the movedef in general, even though there's literally zero difference with the old widget. :| wtf???
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[quote]good news!
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[quote]good news!
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I found old widget that demo "AREA COMMAND" that require no complex coding:
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I found old widget that demo "AREA COMMAND" that require no complex coding:
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https://github.com/ZeroK-RTS/Zero-K/blob/4c65c1246586c509f1654584867e378cf0f7ea64/LuaUI/Widgets/cmd_area_mex.lua
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https://github.com/ZeroK-RTS/Zero-K/blob/4c65c1246586c509f1654584867e378cf0f7ea64/LuaUI/Widgets/cmd_area_mex.lua
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Command added:
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Command added:
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https://github.com/ZeroK-RTS/Zero-K/blob/4c65c1246586c509f1654584867e378cf0f7ea64/LuaUI/Widgets/cmd_area_mex.lua#L197-L220
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https://github.com/ZeroK-RTS/Zero-K/blob/4c65c1246586c509f1654584867e378cf0f7ea64/LuaUI/Widgets/cmd_area_mex.lua#L197-L220
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Command read:
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Command read:
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https://github.com/ZeroK-RTS/Zero-K/blob/4c65c1246586c509f1654584867e378cf0f7ea64/LuaUI/Widgets/cmd_area_mex.lua#L88-L90
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https://github.com/ZeroK-RTS/Zero-K/blob/4c65c1246586c509f1654584867e378cf0f7ea64/LuaUI/Widgets/cmd_area_mex.lua#L88-L90
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HOPEFULLY YOU READ THIS BEFORE YOU TRIED THE HARD WAY![/quote]
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HOPEFULLY YOU READ THIS BEFORE YOU TRIED THE HARD WAY![/quote]
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Ah that does help. No I haven't started working on implementing that part yet since I want to get the core code actually working properly before I start adding other things.
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Ah that does help. No I haven't started working on implementing that part yet since I want to get the core code actually working properly before I start adding other things.
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[quote]I'm looking forward to this new CBAI USrankDudeaeonios, but think twice before blindly giving in to the Global Build Command.[/quote]
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[quote]I'm looking forward to this new CBAI USrankDudeaeonios, but think twice before blindly giving in to the Global Build Command.[/quote]
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I don't get it. :P
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I don't get it. :P
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