Idle Engineers Mod

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Idle Engineers Mod

Postby nine2 » 11 Oct 2014, 06:15

Hey camelCase,

I like the idea of this mod but on mine only the ACU shows the idle icon - not t1 engineers? It would be awesome if
- engineers and factories showed a visual different when idle
- mexes show a different icon when upgrading
- the original icon is somehow preserved as well so you can still see if it an acu/eng/fac even though it is marked as idle

Hmm I don't know what do you think?
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Re: Idle Engineers Mod

Postby camelCase » 11 Oct 2014, 16:49

Hi partytime,

This mod is supposed to show all engineers including T1, T2, T3, ACU and SCU.

I've tested it in a few games now, and it works for me.

Could you have a try a quick single player game, perhaps with another faction?

If it doesn't work I might get you to take a quick look at the logs. (press F9) look for orange or red text which would indicate an error.

The emblem I've used can be changed fairly easily, though I'm not sure what to use instead? It can also be positioned however we like.

I also thought about doing the same for factories, which I can do at some point if people want it.
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Re: Idle Engineers Mod

Postby da_monstr » 11 Oct 2014, 17:54

Hi, I like the whole concept/idea of your mod! I can see myself using it.
However, there are some problems:
1. Does not work with UEF faction (?)
2. Either replace the unit with your icon for idlers or place the indicator similarly to the pause indicator.
My best suggestion for the idle icon would be simply a different border to the unit's default icon.
3. Having factories appear as idling would be great too!

If you need me to post logs, I'll be happy to do so!
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Re: Idle Engineers Mod

Postby camelCase » 11 Oct 2014, 20:33

Thanks da_monstr, I've not tested under UEF, I didn't anticipate any issue or difference between factions so I'll look into that.

I can't directly interact with the strat icons, but I can place images in any position relative to the center point of a unit, I recon I might be able to work with something similar to the disabled icon as you suggest.
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Re: Idle Engineers Mod

Postby camelCase » 11 Oct 2014, 20:41

Unfortunately after testing UEF seems to be working fine for me :(

Possibly some other mod is in conflict? any chance you can disable all other mods temporarily, and see if it works?
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Re: Idle Engineers Mod

Postby da_monstr » 11 Oct 2014, 20:43

Turned off RKs_explosions mod, works now...
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Re: Idle Engineers Mod

Postby RK4000 » 11 Oct 2014, 20:48

After looking through both mods, I have come to the conclusion that I have no idea why the mods seem to not work with each other.

Perhaps someone else can figure it out?

I have a hunch it is because both mods hook gamemain.lua, but since hooks pretty much just pin the code to the bottom of the original file I don't see why this would be an issue.
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Re: Idle Engineers Mod

Postby RK4000 » 11 Oct 2014, 20:52

EDIT: This mod works fine with my mod. I thought that at first it doesn't work aswell, but the solution is simple: The idle overlay just doesn't work with units spawned with alt F2. :D

I don't know why it does this, but I tested it (with all factions) and it works with my mod. You just need to build engies out of a factory for the overlay to appear on them.
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Re: Idle Engineers Mod

Postby camelCase » 11 Oct 2014, 21:30

Ah great thanks for looking at this RK4000
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Re: Idle Engineers Mod

Postby nine2 » 12 Oct 2014, 03:34

doesnt work for me with all other mods disabled. Camel, does it need another mod enabled to work? Like a prerequesite
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