Forged Alliance Forever Forged Alliance Forever Forums 2020-05-24T18:54:21+02:00 /feed.php?f=41&t=9697 2020-05-24T18:54:21+02:00 2020-05-24T18:54:21+02:00 /viewtopic.php?t=9697&p=184403#p184403 <![CDATA[Re: New Mod: Selection Deprioritizer]]>
CodingSquirrel wrote:
QuestionMarkNoob wrote:Thank you for fixing the mod, it is one my favorites :)

Sadly, with assisting units now being deselected, this also means that assisting engies are being deselected as well. I found it very difficult to play with this.

Is it possible to remove this feature for engineers only?


I played a game with it today and have to say I'm not sure whether or not I like the general assist filter. Makes it hard to select some things I want to, like you're finding with the engies. Going to play around with it more before deciding whether I like it for myself. Thankfully if you want the new filter off completely you can set filterAssisters to false in SelectionDeprioritizer.lua

Alternatively if you just want the engies off, you can create a list of blueprints (e.g., excludeBlueprintIds) for things you want to exclude, and edit line 285 to
Code:
if unit:GetGuardedEntity() and (not arrayContains(excludeBlueprintIds,unit:GetBlueprint().BlueprintId)) then

That should make it so anything on that list won't be filtered out for assisting. You could do a similar check for the double clicked unit above if you don't want that to run on them either.



Newbie to modding here, I assume that the excludeBlueprintIds array should be created in SelectionDeprioritizerConfig.lua, and then the above line of code will work? As for the unit ids, I assume we get them from the cheating menu.

I tried the above line and replaced the filterAssisters boolean, but it just broke the game for me while the mod was enabled (couldn't see build bar). I created a local array of

local excludeBlueprintIds = {
-- all engineers
"ual0105", --aeon t1 engie
"ual0208", --aeon t2 engie
"ual0309", --aeon t3 engie
"uel0105", --uef t1 engie
"uel0208", --uef t2 engie
"uel0309", --uef t3 engie
"url0105", --cybran t1 engie
"url0208", --cybran t2 engie
"url0309", --cybran t3 engie
"xsl0105", --sera t1 engie
"xsl0208", --sera t2 engie
"xsl0309", --sera t3 engie
}

in the SelectionDeprioritizer.lua file, and then replaced the line on line 285 as instructed.

EDIT:

Somehow, I got it working (at least 90%) while debugging it, and I have zero clue as to why it now works:

All I did was change line 285 to:

Code:
if filterAssisters and false then


while creating the excludeBlueprint array in the config file in the same manner as all the others (which I never call or use anywhere), and somehow it suddenly works.

The above code makes it so that scouts that assist a tank are still not selected when I box them, but idle engies and assisting engies can be boxed together. I assume this is because there is some other code in the mod that uses the filterAssisters variable? (I can't find it in the lua file that I edited however).

Statistics: Posted by Cetea — 24 May 2020, 18:54


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2020-05-10T20:53:06+02:00 2020-05-10T20:53:06+02:00 /viewtopic.php?t=9697&p=184004#p184004 <![CDATA[Re: New Mod: Selection Deprioritizer]]> Statistics: Posted by R_Charger — 10 May 2020, 20:53


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2020-05-05T12:58:32+02:00 2020-05-05T12:58:32+02:00 /viewtopic.php?t=9697&p=183840#p183840 <![CDATA[Re: New Mod: Selection Deprioritizer]]> Statistics: Posted by Cetea — 05 May 2020, 12:58


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2020-05-05T10:32:43+02:00 2020-05-05T10:32:43+02:00 /viewtopic.php?t=9697&p=183839#p183839 <![CDATA[Re: New Mod: Selection Deprioritizer]]> this is in the game, not due to the mod.

just random idea, are you sure you enabled the mod in the lobby ?

Statistics: Posted by keyser — 05 May 2020, 10:32


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2020-05-05T08:24:15+02:00 2020-05-05T08:24:15+02:00 /viewtopic.php?t=9697&p=183838#p183838 <![CDATA[Re: New Mod: Selection Deprioritizer]]>
EDIT: Just checked on FAF, version 4.1 works as intended (boxing land + air selects only land), but it doesn't do this in version 6.

Statistics: Posted by Cetea — 05 May 2020, 08:24


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2019-12-01T12:24:09+02:00 2019-12-01T12:24:09+02:00 /viewtopic.php?t=9697&p=180136#p180136 <![CDATA[Re: New Mod: Selection Deprioritizer]]>
Farmsletje wrote:
Would be extremely nice to see an addition of hotkeys to be able to manually switch your unit selection priorities midgame.


Image

since i've not asked whether i can upload this to the vault, the mod is attached here
as usual, place it in C:\Users\%USERNAME%\Documents\My Games\Gas Powered Games\Supreme Commander Forged Alliance\Mods and enable it in the lobby (uuid changed) for it to work

CodingSquirrel wrote:
I've also created a github repo for it at https://github.com/CodingSquirrel/Selec ... rioritizer


added a pull request


Edit:
reuploaded the mod and added a new PR, messed some default value up which caused a black screen

Statistics: Posted by Myxir — 01 Dec 2019, 12:24


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2019-11-20T18:43:06+02:00 2019-11-20T18:43:06+02:00 /viewtopic.php?t=9697&p=179834#p179834 <![CDATA[Re: New Mod: Selection Deprioritizer]]> Statistics: Posted by Farmsletje — 20 Nov 2019, 18:43


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2019-09-09T01:32:35+02:00 2019-09-09T01:32:35+02:00 /viewtopic.php?t=9697&p=178035#p178035 <![CDATA[Re: New Mod: Selection Deprioritizer]]>
QuestionMarkNoob wrote:
Thank you for fixing the mod, it is one my favorites :)

Sadly, with assisting units now being deselected, this also means that assisting engies are being deselected as well. I found it very difficult to play with this.

Is it possible to remove this feature for engineers only?


I played a game with it today and have to say I'm not sure whether or not I like the general assist filter. Makes it hard to select some things I want to, like you're finding with the engies. Going to play around with it more before deciding whether I like it for myself. Thankfully if you want the new filter off completely you can set filterAssisters to false in SelectionDeprioritizer.lua

Alternatively if you just want the engies off, you can create a list of blueprints (e.g., excludeBlueprintIds) for things you want to exclude, and edit line 285 to
Code:
if unit:GetGuardedEntity() and (not arrayContains(excludeBlueprintIds,unit:GetBlueprint().BlueprintId)) then

That should make it so anything on that list won't be filtered out for assisting. You could do a similar check for the double clicked unit above if you don't want that to run on them either.

Statistics: Posted by CodingSquirrel — 09 Sep 2019, 01:32


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2019-09-08T22:17:34+02:00 2019-09-08T22:17:34+02:00 /viewtopic.php?t=9697&p=178024#p178024 <![CDATA[Re: New Mod: Selection Deprioritizer]]>

Sadly, with assisting units now being deselected, this also means that assisting engies are being deselected as well. I found it very difficult to play with this.

Is it possible to remove this feature for engineers only?

Statistics: Posted by ____ — 08 Sep 2019, 22:17


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2019-09-07T22:52:43+02:00 2019-09-07T22:52:43+02:00 /viewtopic.php?t=9697&p=177959#p177959 <![CDATA[Re: New Mod: Selection Deprioritizer]]>
I've also created a github repo for it at https://github.com/CodingSquirrel/Selec ... rioritizer

Statistics: Posted by CodingSquirrel — 07 Sep 2019, 22:52


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2019-06-08T16:08:45+02:00 2019-06-08T16:08:45+02:00 /viewtopic.php?t=9697&p=175393#p175393 <![CDATA[Re: New Mod: Selection Deprioritizer]]> Statistics: Posted by nine2 — 08 Jun 2019, 16:08


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2019-06-08T14:42:39+02:00 2019-06-08T14:42:39+02:00 /viewtopic.php?t=9697&p=175392#p175392 <![CDATA[Re: New Mod: Selection Deprioritizer]]> It randomly selects all units, especially if there is a lot going on.

The game becomes unplayable because of this.
Is there any way to fix this?

Statistics: Posted by Rikai — 08 Jun 2019, 14:42


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2017-02-08T16:44:04+02:00 2017-02-08T16:44:04+02:00 /viewtopic.php?t=9697&p=143151#p143151 <![CDATA[Re: New Mod: Selection Deprioritizer]]> one thing i dont like tho. when i select with shift lasso it filters my selection, so there is no way to select all units.

any way u can disable navy land air sorting when i select with shift? special unit selection should stay i like that.

Statistics: Posted by csoller — 08 Feb 2017, 16:44


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2017-01-18T14:58:01+02:00 2017-01-18T14:58:01+02:00 /viewtopic.php?t=9697&p=142273#p142273 <![CDATA[Re: New Mod: Selection Deprioritizer]]>
I don't like the behaviour though, I cannot see how it is beneficial.

Statistics: Posted by SpoCk0nd0pe — 18 Jan 2017, 14:58


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2017-01-18T12:03:40+02:00 2017-01-18T12:03:40+02:00 /viewtopic.php?t=9697&p=142269#p142269 <![CDATA[Re: New Mod: Selection Deprioritizer]]> Statistics: Posted by nine2 — 18 Jan 2017, 12:03


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