nani Posted December 31, 2021 Author Report Share Posted December 31, 2021 18 minutes ago, Yekaterina said: @nani I found a bug: the numbers in stats panel don't add up 60 + 35 + 1 = 96 != 104 ships or some special units? anyway the list is not exhaustive so its not really a bug. Quote Link to comment Share on other sites More sharing options...
Yekaterina Posted January 1, 2022 Report Share Posted January 1, 2022 1 hour ago, nani said: ships or some special units? anyway the list is not exhaustive so its not really a bug. They were on mainland and berhudar was Kushite, so the healer was there. But no idea why such a big difference; both were just booming with inf. Quote Link to comment Share on other sites More sharing options...
Player of 0AD Posted January 1, 2022 Report Share Posted January 1, 2022 8 minutes ago, Yekaterina said: They were on mainland and berhudar was Kushite, so the healer was there. But no idea why such a big difference; both were just booming with inf. I think "pop" counts units in the queue, but "inf" doesn't 1 2 Quote Link to comment Share on other sites More sharing options...
LetswaveaBook Posted January 7, 2022 Report Share Posted January 7, 2022 @nani The mod is convenient. The worst that can happen is getting a message "autociv has hotkey changes". Is there a way to make autociv never reset hotkeys? Quote Link to comment Share on other sites More sharing options...
seeh Posted January 7, 2022 Report Share Posted January 7, 2022 2 minutes ago, LetswaveaBook said: @nani The mod is convenient. The worst that can happen is getting a message "autociv has hotkey changes". Is there a way to make autociv never reset hotkeys? it maybe help if you copy your important hotkey config into a local.cfg - right? it has more priority - right? 1 Quote Link to comment Share on other sites More sharing options...
nani Posted January 7, 2022 Author Report Share Posted January 7, 2022 (edited) 5 minutes ago, LetswaveaBook said: @nani The mod is convenient. The worst that can happen is getting a message "autociv has hotkey changes". Is there a way to make autociv never reset hotkeys? Autociv will only change autociv and only autociv hotkeys. The message you describe happens because autociv detected you are lacking some autociv hotkeys. From what I know there is a "bug" in the hotkeys editor that deletes any non "vanilla" 0ad hotkeys from the settings if you click "Save" or "Reset" and that might why autociv tells you the hotkeys are missing. Edited January 7, 2022 by nani Quote Link to comment Share on other sites More sharing options...
sarcoma Posted January 15, 2022 Report Share Posted January 15, 2022 got this error 3 times ERROR: JavaScript error: simulation/components/GuiInterface.js line 258 Script value conversion check failed: v.isNumber() (got type Object) GuiInterface.prototype.GetEntityState@simulation/components/GuiInterface.js:258:36 GuiInterface.prototype.ScriptCall@simulation/components/GuiInterface.js:2141:20 @simulation/components/GuiInterface~autociv.js:250:19 GetEntityState@gui/session/session.js:205:28 EntitySelection.prototype.addList@gui/session/selection.js:297:34 playercommand@gui/session/messages.js:279:15 handleNotifications@gui/session/messages.js:358:43 onSimulationUpdate@gui/session/session.js:667:2 __eventhandler129 (SimulationUpdate)@session SimulationUpdate:1:1 ERROR: Error calling component script function ScriptCall Quote Link to comment Share on other sites More sharing options...
nani Posted January 15, 2022 Author Report Share Posted January 15, 2022 4 hours ago, sarcoma said: got this error 3 times ERROR: JavaScript error: simulation/components/GuiInterface.js line 258 Script value conversion check failed: v.isNumber() (got type Object) GuiInterface.prototype.GetEntityState@simulation/components/GuiInterface.js:258:36 GuiInterface.prototype.ScriptCall@simulation/components/GuiInterface.js:2141:20 @simulation/components/GuiInterface~autociv.js:250:19 GetEntityState@gui/session/session.js:205:28 EntitySelection.prototype.addList@gui/session/selection.js:297:34 playercommand@gui/session/messages.js:279:15 handleNotifications@gui/session/messages.js:358:43 onSimulationUpdate@gui/session/session.js:667:2 __eventhandler129 (SimulationUpdate)@session SimulationUpdate:1:1 ERROR: Error calling component script function ScriptCall When does it happen? Some context please. Looking at the stacktrace (this error you posted) autociv is probably not the culprit. Quote Link to comment Share on other sites More sharing options...
sarcoma Posted January 15, 2022 Report Share Posted January 15, 2022 That's all I got, sorry. Happened yesterday but I can't even remember in which game to provide replay. I played many more games without that error. Must be the same js error several people complain about, happens randomly to 1 player in tgs. Quote Link to comment Share on other sites More sharing options...
SneakEP Posted January 20, 2022 Report Share Posted January 20, 2022 (edited) On 29/12/2021 at 1:29 AM, nani said: Move "autociv" folder to the folder "mods" not "mod". Then open 0ad and in the main menu select "Settings" -> "Mod Selection", a new page will appear. In the page search in the upper list the mod "autociv", select it, then click the "Enable" button on the bottom, this should move the mod to the list bellow. Then click on the "Save Configuration" then on the "Save and Restart" button. Now you have autociv installed and working. Now, I'm trying to do the same thing with the boonGUI mod but it's not showing up in the mods like the autociv did when i followed these same steps. Help please! Edited January 20, 2022 by SneakEP Quote Link to comment Share on other sites More sharing options...
Stan` Posted January 20, 2022 Report Share Posted January 20, 2022 6 hours ago, SneakEP said: Now, I'm trying to do the same thing with the boonGUI mod but it's not showing up in the mods like the autociv did when i followed these same steps. Help please! What is in the boonGUI folder? 1 Quote Link to comment Share on other sites More sharing options...
nani Posted January 20, 2022 Author Report Share Posted January 20, 2022 9 hours ago, SneakEP said: Now, I'm trying to do the same thing with the boonGUI mod but it's not showing up in the mods like the autociv did when i followed these same steps. Help please! For boonGUI, it should be the same procedure. If that doesn't work, it would be better for you to ask the boonGUI's creator. @Langbart Quote Link to comment Share on other sites More sharing options...
seeh Posted January 29, 2022 Report Share Posted January 29, 2022 (edited) i tired to select nowoundedonly military by shorcut (btw i use "Alt+M") this is not working. it selects all military. dosent matter if woundet or not. hotkey.autociv.session.entity.by.class.select.(Soldier|Siege|Dog).nowoundedonly&!Ship = "Alt+M" is there another working way doing this? Edited January 29, 2022 by seeh Quote Link to comment Share on other sites More sharing options...
nani Posted January 29, 2022 Author Report Share Posted January 29, 2022 6 hours ago, seeh said: i tired to select nowoundedonly military by shorcut (btw i use "Alt+M") this is not working. it selects all military. dosent matter if woundet or not. hotkey.autociv.session.entity.by.class.select.(Soldier|Siege|Dog).nowoundedonly&!Ship = "Alt+M" is there another working way doing this? nowoundedonly is not a valid by.class.select class. Use this hotkey.autociv.session.entity.by.health.nowounded.by.class.select.(Soldier|Seige|Dog)&!Ship 1 Quote Link to comment Share on other sites More sharing options...
seeh Posted February 27, 2022 Report Share Posted February 27, 2022 (edited) how to select all Infantry but not Cavalry and not Archer ? this not works for me: >hotkey.autociv.session.entity.by.class.select.(Soldier)&!Cavalry&!Archer&!Ship&!(Infantry&Cavalry) = "Alt+S" >hotkey.autociv.session.entity.by.class.select.(Infantry)&!Archer&!Cavalry&!Ship = "Alt+S" Edited February 27, 2022 by seeh 1 Quote Link to comment Share on other sites More sharing options...
seeh Posted February 27, 2022 Report Share Posted February 27, 2022 (edited) 15 hours ago, seeh said: how to select all Infantry but not Cavalry and not Archer ? this not works for me: >hotkey.autociv.session.entity.by.class.select.(Soldier)&!Cavalry&!Archer&!Ship&!(Infantry&Cavalry) = "Alt+S" >hotkey.autociv.session.entity.by.class.select.(Infantry)&!Archer&!Cavalry&!Ship = "Alt+S" now it works. needed a dirty trick. found that in user.cfg it was reloaded. dosen't matter if 0ad runs or not. so i set the hotkey in user.cfg to something strange: hotkey.autociv.session.entity.by.class.select.(Soldier|Siege|Dog)&!Ship = "Alt+`" or use an empty hotkey also works (i prefer this): hotkey.autociv.session.entity.by.class.select.(Soldier|Siege|Dog)&!Ship = "" and the Alt+S was then loaded from the local.cfg correctly Edited February 28, 2022 by seeh 1 Quote Link to comment Share on other sites More sharing options...
seeh Posted February 28, 2022 Report Share Posted February 28, 2022 i was not sure the meaning in "Game Options" in "AutoCiv" of "default stance healers" but found helpful texts here: "Default ... If idle, and attacked, these scouts will run away in the direction of the player's nearest Civic Centre or Fortress." ( https://wildfiregames.com/forum/topic/13725-stances/ ) do you have recommendations? usually healers helpful near solders there are under attack. right? so they should not run away. 1 Quote Link to comment Share on other sites More sharing options...
sarcoma Posted March 1, 2022 Report Share Posted March 1, 2022 I have them on attack stance and they still run from arrows. Keep them in the same group as army, I guess. Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted March 1, 2022 Report Share Posted March 1, 2022 18 minutes ago, sarcoma said: I have them on attack stance and they still run from arrows. Keep them in the same group as army, I guess. I'm not familiar with autociv, but if it didn't change the healers' behavior they will flee regardless of the group. The only stance they're not fleeing is 'stand ground' (downside being that they have to be microed, because they also won't move up to units to heal them). 1 Quote Link to comment Share on other sites More sharing options...
faction02 Posted March 1, 2022 Report Share Posted March 1, 2022 Using "Guard" for healer can help, but it has also a lot of negative sides. The unit they guard must survive. It is a bit annoying if they guard melee units that keep moving since they can't heal and walk. If they guard ranged units that's not exactly where one would want his healers to stay neither. I often find it more pleasant to make them guard units that need to be micro anyway, won't die fast but will remain near wonded units, like the hero or an elephant. 2 Quote Link to comment Share on other sites More sharing options...
seeh Posted March 8, 2022 Report Share Posted March 8, 2022 (edited) i want disable scroll by mouse (happens if mouse is at the edge of the window) this works view.scroll.speed = "0" but it also disable scroll by keyboard. any idea? Edited March 8, 2022 by seeh 1 Quote Link to comment Share on other sites More sharing options...
seeh Posted March 10, 2022 Report Share Posted March 10, 2022 (edited) On 08/03/2022 at 3:44 PM, seeh said: i want disable scroll by mouse (happens if mouse is at the edge of the window) this workaround works: resize window bit larger as monitor screen size, so the edge is bit outside and mouse cant reach it. Edited March 10, 2022 by seeh Quote Link to comment Share on other sites More sharing options...
nani Posted March 14, 2022 Author Report Share Posted March 14, 2022 On 08/03/2022 at 3:44 PM, seeh said: i want disable scroll by mouse (happens if mouse is at the edge of the window) this works view.scroll.speed = "0" but it also disable scroll by keyboard. any idea? That map panning movement from the edges is done from c++ (before other events irrc) so is probably hard to disable. Quote Link to comment Share on other sites More sharing options...
vladislavbelov Posted March 14, 2022 Report Share Posted March 14, 2022 59 minutes ago, nani said: That map panning movement from the edges is done from c++ (before other events irrc) so is probably hard to disable. I could make a config option to set the edge zone size, which might be set to zero to disable it. But it'll be available only in A26. 1 Quote Link to comment Share on other sites More sharing options...
vladislavbelov Posted March 17, 2022 Report Share Posted March 17, 2022 On 08/03/2022 at 5:44 PM, seeh said: i want disable scroll by mouse (happens if mouse is at the edge of the window) this works view.scroll.speed = "0" but it also disable scroll by keyboard. any idea? The "view.scroll.mouse.detectdistance" option was added to SVN. It'll be available in A26. 1 1 Quote Link to comment Share on other sites More sharing options...
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