Forged Alliance Forever Forged Alliance Forever Forums 2017-03-11T15:34:54+02:00 /feed.php?f=2&t=5866 2017-03-11T15:34:54+02:00 2017-03-11T15:34:54+02:00 /viewtopic.php?t=5866&p=144901#p144901 <![CDATA[Re: priority markers]]>
Brutus5000 wrote:
Nono06 under which license do you publish this? Are we allowed to use and change it?


Feel free to modify and use it as you want ;)
The initial work is from Domino, I just updated parts of the code to make it work but he did the most complex part...


Could you please upload that somewhere that's not shady as f***?


PhilipJFry uploaded it to the forum but feel free to put it somewhere else if you think it is better.

Statistics: Posted by Nono06 — 11 Mar 2017, 15:34


]]>
2017-03-11T15:19:26+02:00 2017-03-11T15:19:26+02:00 /viewtopic.php?t=5866&p=144898#p144898 <![CDATA[Re: priority markers]]> Statistics: Posted by PhilipJFry — 11 Mar 2017, 15:19


]]>
2017-03-11T15:11:27+02:00 2017-03-11T15:11:27+02:00 /viewtopic.php?t=5866&p=144897#p144897 <![CDATA[Re: priority markers]]> Statistics: Posted by Brutus5000 — 11 Mar 2017, 15:11


]]>
2017-03-11T14:55:08+02:00 2017-03-11T14:55:08+02:00 /viewtopic.php?t=5866&p=144895#p144895 <![CDATA[Re: priority markers]]> Statistics: Posted by DukeOfEarl — 11 Mar 2017, 14:55


]]>
2017-03-11T13:10:38+02:00 2017-03-11T13:10:38+02:00 /viewtopic.php?t=5866&p=144894#p144894 <![CDATA[Re: priority markers]]>
Please find below the link to version 2.3:
http://www90.zippyshare.com/v/sZASKFpX/file.html

It is exactly the same version as in 2014. I have not worked on it since then.
It seems to work correctly with current version of FAF.
Keep in mind that it is NOT a UI mod.

I have a WIP version on my side where I tried to remove dependency on DMS_lite library but it is far from completion and I have not touched it for a while ;)

I also have some concerns regarding multiplayer game balance (never tested in MP games). It may require some adjustments to avoid “painting” strategic units at beginning of the game and been able to target them later from far distances without the need of intel first…

Statistics: Posted by Nono06 — 11 Mar 2017, 13:10


]]>
2017-03-09T01:50:05+02:00 2017-03-09T01:50:05+02:00 /viewtopic.php?t=5866&p=144831#p144831 <![CDATA[Re: priority markers]]> Statistics: Posted by tatsu — 09 Mar 2017, 01:50


]]>
2017-03-08T23:22:46+02:00 2017-03-08T23:22:46+02:00 /viewtopic.php?t=5866&p=144818#p144818 <![CDATA[Re: priority markers]]> Statistics: Posted by keyser — 08 Mar 2017, 23:22


]]>
2014-12-13T01:55:13+02:00 2014-12-13T01:55:13+02:00 /viewtopic.php?t=5866&p=88235#p88235 <![CDATA[Re: priority markers]]> Statistics: Posted by keyser — 13 Dec 2014, 01:55


]]>
2014-12-09T23:37:12+02:00 2014-12-09T23:37:12+02:00 /viewtopic.php?t=5866&p=87654#p87654 <![CDATA[Re: priority markers]]> http://www42.zippyshare.com/v/94988822/file.html

What's new:
- I re-enabled the "local" priority markers. So now if you have some of your units selected, the priority will be assigned only to them. The green target (no attack) assignment will be dismissed in that mode. Green target can only be a global priority.
- I added a new key mapping (Alt-Z by default) that removes all global priority markers previously set. To remove only one global priority marker, just reassign the same priority to the target and it will be removed.
- To remove local priority, select your units and click "Stop" button.

Here is a reminder of default key mapping. To change that edit the file target_painter\hook\lua\ui\game\gamemain.lua:
['Alt-X'] = "blue" target lowest priority
['Alt-C'] = "green" no attack
['Alt-V'] = "orange" high priority target
['Alt-B'] = "red" highest priority target
['Alt-Z'] = delete all global priority markers
['Alt-R'] = 'Reclaim Painter'
['Alt-T'] = 'Repair Painter'
['Alt-Y'] = 'Capture Painter'

Known issues:
- Bomber do not take priority into account. Planes orders seems to behave really differently. I do not know how it works for now.
- Someone reported that reclaim area, if defined on border of the map, also include the other side of the map. Therefore the engineer can cross the map to reclaim there. I have not tried myself :)
- "local priorities" do not show any information regarding the assignment. I do not know what can be done for that :)

Statistics: Posted by Nono06 — 09 Dec 2014, 23:37


]]>
2014-09-15T00:05:49+02:00 2014-09-15T00:05:49+02:00 /viewtopic.php?t=5866&p=80669#p80669 <![CDATA[Re: priority markers]]>
How do you start FAF? Within the lobby or by executing "C:\ProgramData\FAForever\bin\ForgedAlliance.exe" file?
I tried both methods and it is able to load the game correctly.

There is a dependency between "target painter" and "DMS lite", so it is normally impossible to load "target painter" without DMS. This is working when executing ForgedAlliance.exe but it is not checked when starting it through the lobby... Maybe something to report to Zepilot :)

Which other mods are you using?
On my side I tried with the following mods:
"UI lagfix v1", "Auto Adjust Netlag v0.3", "rks explosions v7 v2", "NiceShadows v1.0", "Notify Enhanced 1.1", "RAS_Notify v1", "Supreme economy v2.1" and my personal music mod.

Can you start FAF by using "C:\ProgramData\FAForever\bin\ForgedAlliance.exe", set it in window mode and call the console (see end of page http://supcom.wikia.com/wiki/Console_commands).
In the console type "WIN_ToggleLogDialog". It should open a new window. Verify that only Warning and Error are ticked in that window and then launch a skirmish game.
Check if there is no Error.

My log is like that:
WARNING: Duplicate definition of console command ""
WARNING: Duplicate definition of console command ""
WARNING: Duplicate definition of console command ""
WARNING: Duplicate definition of console command ""
WARNING: Duplicate definition of console command ""
WARNING: Duplicate definition of console command ""
WARNING: Duplicate definition of console command ""
WARNING: NUM PROPS = 856
WARNING: Global Explosion Scale: \0001
WARNING: GetResource: Invalid name ""
WARNING: GetResource: Invalid name ""
WARNING: GetResource: Invalid name ""

Statistics: Posted by Nono06 — 15 Sep 2014, 00:05


]]>
2014-09-14T16:35:00+02:00 2014-09-14T16:35:00+02:00 /viewtopic.php?t=5866&p=80634#p80634 <![CDATA[Re: priority markers]]>
it was the same when i was trying to use the domino one. (with or without domino lite mod too)

Statistics: Posted by keyser — 14 Sep 2014, 16:35


]]>
2014-09-10T20:52:01+02:00 2014-09-10T20:52:01+02:00 /viewtopic.php?t=5866&p=80415#p80415 <![CDATA[Re: priority markers]]> http://www64.zippyshare.com/v/76354751/file.html

Statistics: Posted by Nono06 — 10 Sep 2014, 20:52


]]>
2014-09-10T17:16:34+02:00 2014-09-10T17:16:34+02:00 /viewtopic.php?t=5866&p=80401#p80401 <![CDATA[Re: priority markers]]>
Good to see you.
I noticed the same thing.
The same thing happens if you give a move order close to the targeted unit.
I tried to force the priority evaluation in OnGotTarget or in OnLostTarget functions but I never got the expected behavior

Statistics: Posted by Nono06 — 10 Sep 2014, 17:16


]]>
2014-09-10T17:01:39+02:00 2014-09-10T17:01:39+02:00 /viewtopic.php?t=5866&p=80398#p80398 <![CDATA[Re: priority markers]]>
ontargetlost should release that target, but then pick it up again IF it comes back into range, the target is in the priority list for the unit but it isnt picked back up on the priority.
resetting target doesnt help here either, ill look into that problem..

Statistics: Posted by Domino — 10 Sep 2014, 17:01


]]>
2014-09-10T16:31:35+02:00 2014-09-10T16:31:35+02:00 /viewtopic.php?t=5866&p=80397#p80397 <![CDATA[Re: priority markers]]> I have made few modifications since my last release but it is not dramatically changing the behavior. (only fine tuning)
So I can release that version if needed but for giving you an overview of what that mod does, the last released version should be fine.

My goal was to make it work correctly with all unit types in "Global" priorities mode before trying to add the "local" (only selected units takes the priority into consideration) one back.
But this can be done differently if people thinks it is better. (but will increase the debug complexity ;))

PS: I only started to look at that mod and FA moding in general, one month ago. So for a skilled person like Domino, debugging issues may take only few hours but for me it is taking much more than that :)

Statistics: Posted by Nono06 — 10 Sep 2014, 16:31


]]>