Since this was a function that was created initially in GAZUI, the create template button is kind of hidden. Steps to follow. Select a factory, then select pause. Queue up the units you wish to construct in the order you want. Select the Selection and Storage button (Second button below build options) Factory Build Queue01.png You will now see the create build template button. Factory Build Queue02.png
Also make sure the Allow Factory Build Templates is enabled under options. Factory Build Queue03.png
Statistics: Posted by The Mak — 22 Mar 2014, 23:22
]]>2014-03-20T13:41:56+02:002014-03-20T13:41:56+02:00/viewtopic.php?t=6985&p=69412#p69412then i disabled all mods and so and all worked again (after deleting game.prefs). but then ONE button is still not working. is your "make form units a factory template" button working?
Also it fixed some other issues I was having as some mods did not show their build pic in the construction bar whether it was for engineers or factories. So big win.
It was a bitch to trace down though. After I disabled the mod I had to run two games in order to see the effect. So you can image disabling the mod, running a game, then seeing no change, only to re-enable the mod, disable another mod, running another game, and seeing again no change. I was like WTF.
What I had to do was disable the mod, run a game, end the game, then run another game, and then I can see the change. Pain in the ass.
Statistics: Posted by The Mak — 18 Mar 2014, 19:15
]]>2014-03-13T01:27:39+02:002014-03-13T01:27:39+02:00/viewtopic.php?t=6985&p=68809#p68809 What is also weird is that if I start FA retail version, the middle button works fine. It actually does both functions (rotate template and pan the camera) at the same time. I think the recent update may have broken something.
What is also weird is that GAZ_UI is no longer listed on my FAF version Mod Manager. There is just no entry. The mod folder is installed in the right place and I am able to select the mod under the FA retail version. The recent update must somehow block that from being displayed. That is something that should not be done, it sets a bad precedent.
Back to the issue at hand, here is the code that is in GAZ_UI for the template rotator. GAZ_UI\hook\lua\ui\game\construction.lua , line 286
--template rotator if options.gui_template_rotator != 0 then local oldOnClickHandler = OnClickHandler function OnClickHandler(button, modifiers) oldOnClickHandler(button, modifiers) local item = button.Data if item.type == "templates" then local activeTemplate = item.template.templateData local worldview = import('/lua/ui/game/worldview.lua').viewLeft local oldHandleEvent = worldview.HandleEvent worldview.HandleEvent = function(self, event) if event.Type == 'ButtonPress' then if event.Modifiers.Middle then ClearBuildTemplates() local tempTemplate = table.deepcopy(activeTemplate) for i = 3, table.getn(activeTemplate) do local index = i activeTemplate[index][3] = 0 - tempTemplate[index][4] activeTemplate[index][4] = tempTemplate[index][3] end SetActiveBuildTemplate(activeTemplate) elseif event.Modifiers.Shift then else worldview.HandleEvent = oldHandleEvent end end end end end end
Where this is implemented in FAF is as follows, faforever.nxt\lua\ui\game\construction.lua , line 1310
elseif item.type == 'templates' then ClearBuildTemplates() if modifiers.Right then if button.OptionMenu then button.OptionMenu:Destroy() button.OptionMenu = nil else button.OptionMenu = CreateTemplateOptionsMenu(button) end for _, otherBtn in controls.choices.Items do if button != otherBtn and otherBtn.OptionMenu then otherBtn.OptionMenu:Destroy() otherBtn.OptionMenu = false end end else import('/lua/ui/game/commandmode.lua').StartCommandMode('build', {name=item.template.templateData[3][1]}) SetActiveBuildTemplate(item.template.templateData) end
if options.gui_template_rotator != 0 then local item = button.Data local activeTemplate = item.template.templateData local worldview = import('/lua/ui/game/worldview.lua').viewLeft local oldHandleEvent = worldview.HandleEvent worldview.HandleEvent = function(self, event) if event.Type == 'ButtonPress' then if event.Modifiers.Middle then ClearBuildTemplates() local tempTemplate = table.deepcopy(activeTemplate) for i = 3, table.getn(activeTemplate) do local index = i activeTemplate[index][3] = 0 - tempTemplate[index][4] activeTemplate[index][4] = tempTemplate[index][3] end SetActiveBuildTemplate(activeTemplate) elseif event.Modifiers.Shift then else worldview.HandleEvent = oldHandleEvent end end end end
In the FAF file, it is within an if..elseif where it begins on line 1194. Perhaps there is an issue with the condition.
Does your template rotate via middle mouse button work Anaryl?
Statistics: Posted by The Mak — 13 Mar 2014, 01:27
]]>2014-03-12T16:13:33+02:002014-03-12T16:13:33+02:00/viewtopic.php?t=6985&p=68763#p68763Statistics: Posted by Anaryl — 12 Mar 2014, 16:13
]]>2014-03-18T19:17:30+02:002014-03-11T21:45:26+02:00/viewtopic.php?t=6985&p=68707#p68707Statistics: Posted by The Mak — 11 Mar 2014, 21:45
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