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Hold position & Pursue & Guard position buttons missing in GUI! #4303

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wzdev-ci opened this issue Jul 24, 2015 · 32 comments
Closed

Hold position & Pursue & Guard position buttons missing in GUI! #4303

wzdev-ci opened this issue Jul 24, 2015 · 32 comments

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resolution_fixed type_bug | by klasskill


This is a huge bug!
Those options are gone from the GUI on master and they are still highly useful!
You can't check what the units are set to now with those gone from the menu.


Issue migrated from trac:4303 at 2022-04-16 11:51:02 -0700

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klasskill uploaded file howitlooksnow.jpg (20.3 KiB)

how it looks now
howitlooksnow.jpg

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klasskill uploaded file howitshouldlook.jpg (28.7 KiB)

how it should look
howitshouldlook.jpg

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klasskill commented


That is the order menu, by right clicking on a unit.

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Per changed resolution from `` to wontfix

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Per changed blocking which not transferred by tractive

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Per changed blockedby which not transferred by tractive

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Per commented


Hold position / pursue / guard secondary orders have been replaced by the 'hold' primary order (default key 'H'). Unfortunately, this does not yet have a button in the GUI. (Primary orders have never had buttons.)

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Per changed status from new to closed

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klasskill changed status from closed to reopened

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klasskill changed resolution from wontfix to ``

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wzdev-ci commented Jul 24, 2015

klasskill commented


Replying to Warzone2100/old-trac-import#4303 (comment:2):

Hold position / pursue / guard secondary orders have been replaced by the 'hold' primary order (default key 'H'). Unfortunately, this does not yet have a button in the GUI. (Primary orders have never had buttons.)

I don't understand, hold position means for the unit to stay where they are.
Pursue means to go after an attacker.
Guard position means to attack whatever is in range of the object you are guarding.

Are you now saying that the only option left is hold position?
I did not see a forum post about this radical & unwanted change!

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Per commented


See [8]fd88edcc2adf804dc5cf032076137f434fcf7b4
and http://forums.wz2100.net/viewtopic.php?f=6&t=10415&p=115108

If you want it changed, make a new forum thread about it.

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Per changed status from reopened to closed

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Per changed resolution from `` to wontfix

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KlassKill changed status from closed to reopened

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KlassKill changed resolution from wontfix to ``

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KlassKill commented


http://forums.wz2100.net/viewtopic.php?f=6&t=12197
looks like the poll results are clear so when will we see these commands put back?

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Per changed status from reopened to closed

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Per changed resolution from `` to wontfix

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KlassKill commented


I do not understand? I was told to make a forum thread about it and we even had a poll on the matter and 91% of the people want this so why did you close this again?
http://forums.wz2100.net/viewtopic.php?f=6&t=12197 is the forum thread and poll

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wzdev-ci commented Oct 4, 2017

-Philosopher- changed status from closed to reopened

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wzdev-ci commented Oct 4, 2017

-Philosopher- changed resolution from wontfix to ``

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wzdev-ci commented Oct 4, 2017

-Philosopher- commented


Recently, I have been involved in the campaign testing process (http://forums.wz2100.net/viewtopic.php?f=1&t=12714). Much has been done to correct past issues in the conversion to jscam. However, it'll take more than just correcting the scripts to make the campaign play the way that it should (i.e. approximating how it used to). Each campaign stage is a puzzle to be solved, and removing the pursue/guard/hold features removes key pieces of the solution to many. They are also fundamental and characteristic aspects of the game (in any mode).

I've done the homework and read through the threads referenced above. Nothing in them makes clear what the original issue was that caused them to be removed, and whatever it was (I personally never experienced any problems with these features), it almost certainly wasn't as bad as not having the features at all.

Could this please be revisited? There is much support for reinstating these features and I believe another public release without them would gain little traction, thus somewhat negating all the hard work being done to correct the campaign scripts.

My request is (1) the features be restored to the state they were in the last good version they were present, and then (2) whatever issues were affecting them be subsequently fixed. I'm more than happy to give my time testing any changes, etc.

Here is some further supporting discussion from the current work on bug-fixing jscam. A few posts either side of these probably give the best context:
http://forums.wz2100.net/viewtopic.php?f=1&t=12714&start=240#p137993 (units revert to guard mode)
http://forums.wz2100.net/viewtopic.php?f=1&t=12714&start=315#p138190 (see end of post about damaged units)

Suspected knock-on effects of removing this functionality include:
http://forums.wz2100.net/viewtopic.php?f=1&t=12714&p=137443#p137443 (No. 2 in the list)
http://forums.wz2100.net/viewtopic.php?f=1&t=12714&p=138346#p138346 (enemy units that should pursue no longer do in the campaign)

Please contact me if you need example save games where lack of these features creates difficulties that weren't previously present and that the "new" hold function doesn't resolve.

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wzdev-ci commented May 7, 2018

Forgon changed priority from normal to blocker

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wzdev-ci commented May 7, 2018

Forgon changed status from reopened to assigned

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wzdev-ci commented May 7, 2018

Forgon changed owner from `` to Forgon

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WZ2100ModsFAn changed _comment0 which not transferred by tractive

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WZ2100ModsFAn commented


Is the hold order going to be fixed?

I heard that it does not work the way it originally did.

Hopefully this is not too old.

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Berserk Cyborg changed priority from blocker to major

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Berserk Cyborg changed status from assigned to closed

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Berserk Cyborg changed resolution from `` to fixed

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Berserk Cyborg committed [29]


In Warzone2100/warzone2100@29d3696:

#CommitTicketReference repository="" revision="29d3696dd62f034d02d51b9caa7d834cc84e13d3"
Restore the hold, guard, and pursue secondary states.

Partial reverts of 8fd88edcc2adf804dc5cf032076137f434fcf7b4 and 2bee384cc1f0feeaf77e887b5082cac9220b7934.

-Now prevents regular sensors from observing targets that went out
of the sensor's vision range if the secondary state was not guard.

Fixes ticket 4303.

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