Decouple "stop building" from "cancel order"

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Decouple "stop building" from "cancel order"

Postby Lionhardt » 08 Jun 2014, 16:22

"stop building" and "cancel order" are both bound to the same command. Say you have a tml launcher and queued up 3 tmls. Now you want to cancel the queue for some reason. You cannot do that without manually deleting all attack commands, because if you pressed the stop button the missile currently being build will be canceled. But often with tmls it is a matter of 1 or 2 seconds, which is not enough time to manually delete all the orders. This problem obviously exists for all units that can build something (and are not a factory) in some form. I find this to be a big flaw in the UI that has persisted since the release of the game.

Would it be possible to decouple those two and make a separate button and hotkey for them? Or do they already have separate hotkies and I just missed that?
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Re: Decouple "stop building" from "cancel order"

Postby Reaper Zwei » 08 Jun 2014, 20:22

Wouldn't the pause button work?
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Re: Decouple "stop building" from "cancel order"

Postby Lionhardt » 08 Jun 2014, 20:32

No? :?: The pause button has no effect on move or attack orders. And it is exactly these orders that you want to cancel without affecting the build order.
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Re: Decouple "stop building" from "cancel order"

Postby ZLO_RD » 08 Jun 2014, 20:39

Reaper Zwei wrote:Wouldn't the pause button work?

pause will stop production of missile, but not attack queue (as i beleave, i have not tested)
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Re: Decouple "stop building" from "cancel order"

Postby Reaper Zwei » 08 Jun 2014, 21:07

pause then cancel the orders?

edit:
never mind you cant cancel attack commands with pause would be nice if thats was possible.
Last edited by Reaper Zwei on 08 Jun 2014, 21:15, edited 1 time in total.
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Re: Decouple "stop building" from "cancel order"

Postby Lionhardt » 08 Jun 2014, 21:10

you seem to not understand the problem. Pausing the construction of the current missile doesn't solve anything. It has nothing to do with the issue.

Or you assume pause halts the attack and move orders. It does not. Pause is a construction specific command.

Edit: This post is now obsolete, see edit of above post.
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Re: Decouple "stop building" from "cancel order"

Postby IceDreamer » 09 Jun 2014, 16:40

Sorry mate, to my knowledge this is an engine-side function. Can't be changed :/ It is possible, just possible, that someone cleverer than me might be able to program a new function to be bound to a key which removes all attack orders, but the Stop command will always do what it does now.
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Re: Decouple "stop building" from "cancel order"

Postby McGeifer » 10 Jun 2014, 13:28

Hmm bad news. This problem is verry annoying with the sera battleship aswell. If the bs is building a nuke while attacking a enemy you always need to babysit the ships so that you don't cancel the nuke when you stop a attack or move order. This happens several times to me and is verry annoying when the nuke was nearly completed.
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Re: Decouple "stop building" from "cancel order"

Postby Vee » 10 Jun 2014, 14:37

This is annoying yes. If you want to delete 10 tml orders, order the launcher to shoot at 1 place without shift, then delete that 1 order. Still not ideal...

BTW I would also like a key to empty the build queue except the current unit in production.
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Re: Decouple "stop building" from "cancel order"

Postby E8400-CV » 10 Jun 2014, 15:08

Agree. Especially because it often cancels current building unit when you cancel 2nd unit in queue
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