Powertoggle not working

Bug #896032 reported by YR M0ddEr
6
This bug affects 1 person
Affects Status Importance Assigned to Milestone
Ares
Fix Released
Medium
AlexB

Bug Description

Tested in lastest trunk r966 and 0.1 P1.

When I click on the icon, the timer just reset, as if I dont have any action set.

[SellunitSpecial];sellunit was tested first, to lazy to change name
UIName=Name:power
Name=Powertoggle
IsPowered=false
RechargeTime=.2
;SidebarImage=
Action=PowerToggle
ShowTimer=no
DisableableFromShell=no

Tags: tested
Revision history for this message
mevitar (mevitar) wrote :

It's TogglePower, not PowerToggle. Try with adding this:

Type=TogglePower
Action=TogglePower

Revision history for this message
YR M0ddEr (yr-m0dder) wrote :

Action=TogglePower worked, type=togglepower isnt needed, it work without it.
This was just a manual error. See attached image.

Revision history for this message
WoRmINaToR (worminator) wrote :

confirmed working, however I noticed you are able to toggle the power of your enemy's buildings, too. I feel like this has been reported before, but it's still occurring.

Revision history for this message
Renegade (renegade) wrote :

I've changed the category of this to Wrong Information and targeted it for 0.2.
Should be fixed in time.

Revision history for this message
WoRmINaToR (worminator) wrote :

Well, I edited the HTML file and put the fix in (file attached above)... but I have no idea how to commit changes like that into a new revision in the SVN... Obviously if I'm to be full-time manual editor you will have to teach me, but another time... for now, I'll post the files and one of the devs can commit them.

Revision history for this message
Renegade (renegade) wrote :

While I appreciate the attempt to help, in saving the file, you mangled the character encoding, making it impossible to just overwrite the current version and completely confusing normal diff.

Since even diff -w gives me 706 differences, the simple fact of the matter is that it'd probably be easier to fix the manual myself than to apply your changes.

As such, I'm sorry, but your file is of no use to us at the moment.

If you do end up editing the manual in the future, please revert to a correct version and edit it with an encoding-aware editor - don't just convert the current mess back into UTF-8.

Revision history for this message
WoRmINaToR (worminator) wrote :

hm. so then what would be such an encoding-aware editor? I can tell now that WordPad obviously doesn't get the job done...

Revision history for this message
Graion Dilach (graiondilach) wrote :

I suggest Notepad++.

It showed me two basic differences between your manual and the official version, namely the Dos/Unix end of line-conversion and the missing BOM.

EDIT: Not to mention that it comes handy at modding with his pages and color codes. :P

Revision history for this message
Renegade (renegade) wrote :

Notepad++ would've been my suggestion, too.

Revision history for this message
cranium (cranium) wrote :

Or if your familiar with it, I use Adobe Dreamweaver to update my manual.

Revision history for this message
WoRmINaToR (worminator) wrote :

Take Two. Used Notepad++ this time (which is amazing!) and ensured it was coded in UTF-8 with BOM.

I only changed the Action=PowerToggle to Action=TogglePower (in the multiple places it was present) and added a NB about the current issue with being able to disable enemy buildings. Other than that nothing else should be changed.

Revision history for this message
Bug Importer (bug-importer) wrote :

Code related to this issue has just been checked in!
Author: Renegade
Location: trunk, r967
Commit contains DLL: No
Revision comment:
Applied Worm's changes to the manual.

This fixes issue #1420.
SVN: http://svn.renegadeprojects.com/Ares/967

Revision history for this message
Renegade (renegade) wrote :

That applied just fine, thank you. :)

Sidenote: For future changes, patch files usually work better than the whole enchilada.
To create those, all you really have to do is call "svn diff" or the respective function of your GUI subversion client, and upload the generated diff instead of the entire edited file.
That allows us to study the changes, requires less space and packing, and is easily and cleanly applicable.

In this case, you could've done (from a command line) "svn diff > AresManual1420.diff" and uploaded AresManual1420.diff, for example.

Revision history for this message
YR M0ddEr (yr-m0dder) wrote :

resloved? Being able to low power enemy building is a major bug wich should have highest priority imo, and fixed before 0.2 release.

Revision history for this message
Graion Dilach (graiondilach) wrote :

If that's the effect is what you want to achieve... then it's not a bug, it's a feature.

TogglePower's effect is that you can toggle the buildings power. I don't see the bug.

Revision history for this message
Black Temple Gaurdian (black-temple-gaurdian) wrote :

... TogglePower originally was for only your own buildings. Duuuuhhh :P

Revision history for this message
YR M0ddEr (yr-m0dder) wrote :

Graion Dilach do you understand how overpowered that would be in a online game. I can turn of all there powerplants, and there radar wont work, no defense, nothing. It is a bug.

Revision history for this message
Renegade (renegade) wrote :

Do you understand that this was how this super weapon has always worked (in its form as a resurrection from TS)? It's not like this is a sudden development that'd take developers by surprise. Anyone who's ever recreated power toggle in the past ten years had this exact issue, and more.

So, sorry, but I don't agree on the priority.

This particular report was about the function not working, it turned out to be a documentation issue, the documentation issue is fixed, so yes, this is indeed resolved.

If you want to petition for an expedition of the fix for the targeting issue, feel free to lobby on the dedicated bug for that: #bug:1348. (Funny what searching existing issues can turn up, eh?)

Revision history for this message
YR M0ddEr (yr-m0dder) wrote :

If it not going to be fixed, then the manual is wrong again, becuse it say "turn their own buildings".
I think it should be fixed before 0.2 release, I will post it in 0001348.

If targeting enemy is not going to be fixed, then manual should be updated again explaning that with this supeweapon, we can turn of enemey power plants with a single click instead of "turn their own buildings".

But thís is assigned to AlexB, so I want to hear what he have to say before I say anything more.

Revision history for this message
WoRmINaToR (worminator) wrote :

"If it not going to be fixed, then the manual is wrong again, becuse it say "turn their own buildings."

Your manual is outdated.

And technically there is nothing incorrect about that statement. Being able to disable both yours and your enemy's buildings does not invalidate the statement "you can turn your own buildings off." It's not like the bug prevents you from turning your own buildings off...

Revision history for this message
Graion Dilach (graiondilach) wrote :

SW.AffectsHouse.

A note should be added that because this is a superweapon ATM, the modder have to forbid targeting enemy buildings.

Revision history for this message
YR M0ddEr (yr-m0dder) wrote :

I added these tags to my togglepower sw:

SW.AffectsHouse=owner
SW.AffectsTarget=buildings
SW.RequiresTarget=buildings
SW.RequiresHouse=owner

I could still disable enemy buildings.

Then I removed AffectsTarget, RequiresTarget and RequiresHouse, so the only tag of those that were left was SW.AffectsHouse=owner. It didnt change it, I could still disable enemy buildings.

These tags are probably ignored becuse there is no Type= tag.

Revision history for this message
WoRmINaToR (worminator) wrote :

I sincerely hope you were using the superweapons branch...

Not saying your assumption isn't valid because the tags indeed were not made for the togglepower superweapon, but it would help to test in a branch where that code is actually present.

Revision history for this message
YR M0ddEr (yr-m0dder) wrote :

Yes I used superweapon branch, r945.

[TPowerSpecial]
UIName=Name:power
Name=Powertoggle
IsPowered=false
RechargeTime=.2
SidebarImage=
Action=TogglePower
ShowTimer=no
DisableableFromShell=no
SW.AffectsHouse=owner
SW.AffectsTarget=buildings
SW.RequiresTarget=buildings
SW.RequiresHouse=owner

Revision history for this message
AlexB (alexander-b) wrote :

Yes the tags are ignored indeed, for that reason. That "super weapon" is really just a command like ordering troops to something or sell a building. No SW code should ever be run for this.

And I'm not sure whether I want to expand on this thing. It should be an UI function just like switching to sell or repair mode. This is no super weapon, it's merely a hack. If you want to power down enemy buildings timed, use a GenericWarhead type SW with an EMP warhead.

I concur with Ren here. No immediate action required, it always worked that way. It should be changed one day, but not for 0.2.

Revision history for this message
WoRmINaToR (worminator) wrote :

Agreed. The issue at hand (which was with the manual) has been resolved. At least for this issue, no mote action is needed. If someone can just check to see if the manual is corrected then this can be closed.

Revision history for this message
Krozalid (krozalid) wrote :

This issue can be closed . The manual is corrected in the newest revision .

Revision history for this message
YR M0ddEr (yr-m0dder) wrote :

manual looks good.
nothing more here, close?

Revision history for this message
WoRmINaToR (worminator) wrote :

yay! first successful contribution to Ares!

Life Achievement Completed.

:D

To post a comment you must log in.
This report contains Public information  
Everyone can see this information.

Other bug subscribers

Remote bug watches

Bug watches keep track of this bug in other bug trackers.