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psydev avatar psydev commented on April 27, 2024

A visual depiction of this problem, for easier understanding:
http://i.imgur.com/USnmA.jpg

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Mailaender avatar Mailaender commented on April 27, 2024

Happens in RA, too. It seems that the units are handled as a single actor so they move over each other at the same time to the center of a tile. If I add self.World.IssueOrder(new Order("Scatter", actor, true)); they will scatter afterwards, but this won't fix the ugly exit move/drag in the first place. Adding a simple Wait(100) which seems to be the original RA behavior did not change anything. Production.cs does essentially the same, but doesn't break if I use the instant-build cheat.

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Mailaender avatar Mailaender commented on April 27, 2024

Looks like Drag.cs does not care about SubCells. I don't know how to fix it.

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psydev avatar psydev commented on April 27, 2024

Would it be possible to make the troops have a slight delay in movement, so they enter the cell one at a time, and then occupy the 5 different spots as they normally would?

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Mailaender avatar Mailaender commented on April 27, 2024

They get the unload command at the same time so they will all get the same delay essentially being dragged synchronized again. I solved this with a one-click per cargo unload. You will have to click very fast to see the buggy Mobile.Drag operation. This way you also have more control about the unload procedure. They will also go to a waypoint afterwards with a move operation which cares for subcells. This is how Production.cs does it if you look carefully you see that after >10 units they will also get stacked because the Move operation is blocked.

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chrisforbes avatar chrisforbes commented on April 27, 2024

They dont all unload at the same time -- one unit per tick, maximum!

Let's actually fix the Drag handling, if that's buggy, rather than layering more hacks on top of it.

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Mailaender avatar Mailaender commented on April 27, 2024

This new behavior seems to annoy people who want to quickly unload an engineer and get him into a building. I agree the drag comment should use shared cells. This is not a real fix.

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psydev avatar psydev commented on April 27, 2024

Is it possible to make a hotkey for "unload 1 unit" from an APC or Chinook?
Since F unloads all, can a hotkey like D unload the last unit that entered the vehicle?

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chrisforbes avatar chrisforbes commented on April 27, 2024

Possible, but you probably actually want a cargo UI, don't you?

On Tue, Feb 19, 2013 at 12:04 PM, psydev [email protected] wrote:

Is it possible to make a hotkey for "unload 1 unit" from an APC or Chinook?
Since F unloads all, can a hotkey like D unload the last unit that entered
the vehicle?


Reply to this email directly or view it on GitHubhttps://github.com//issues/2016#issuecomment-13748114.

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psydev avatar psydev commented on April 27, 2024

I'm not sure what you mean. Do you mean something like a mouse cursor or menu?
I only want the hotkey function. I don't see much point in anything more complicated, do you?

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Mailaender avatar Mailaender commented on April 27, 2024

He means something like Starcraft where you click on the unit pictogram to unload it selectively. You can still play around with https://github.com/OpenRA/OpenRA/blob/bleed/OpenRA.Mods.RA/Activities/UnloadCargo.cs until it suits you. It's about time you start modifying the source code of OpenRA @psydev.

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psydev avatar psydev commented on April 27, 2024

Haha, I would love to, but I wasn't joking when I said I wasn't a programmer. =D When I read the code, it looks mostly like gobbledygook to me.

I thought one could keep this feature simple, by having players in the habit of putting their engineers/commandos in last (or first) so they can deploy them at the right time.

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Mailaender avatar Mailaender commented on April 27, 2024

I am not a trained programmer, either.

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