| 08-22-2007, 08:08 AM | #1 |
By any chance are there orderIDs or triggers one can use to cancel specific items in a build or research queue? Something like canceling the first item in the queue rather than forcing an ESC and only canceling the last item instead. If such a system or script is possible, I would be extremely grateful if I could use it. For anyone who reads (and possibly answers), thank you much for your time. |
| 08-22-2007, 01:10 PM | #2 |
unfortunally , no |
| 08-22-2007, 11:41 PM | #3 |
i had the same problem and came to the same conclusion. Is there any posible workaround? |
| 08-22-2007, 11:54 PM | #4 |
make the construction progress 100% then remove the unit? and do some looping thingy to remove the last. Like add all units but the last to building que again... other then that i dunno |
| 08-23-2007, 01:32 AM | #5 |
I needed something like this in my map, my work around was to replace the building with one of the same type to restart the queue, then re-order it to train em. But my use was a little different so it may not work for you as well as me. I use it to display turn order in a turn based rpg, and paused it to halt the training. |
| 08-23-2007, 05:12 PM | #6 |
@schecter33: Hmm, I was thinking of making a queue struct that could store orderIDs like what you did. Then when a bad upgrade starts, the triggers would cancel everything, remove the first item of the player's queue and start everything all over again. The trouble is that I cannot detect when stuff in the queue is canceled via mouse, only when the player presses the ESC key. So if the player cancels anything in the middle or the first item, the queue struct would be screwed up. Thanks to everyone for your replies. |
