I think the bug has been fixed, but before you would get "damaged" alerts even for cases where the hp went up. Based on that one might have been able to ask for "damaged" events for i.e. nukes. But there are a lot of ifs and "this is based on a bug"s in this theory.
I uncommented the subscribe-all. Units under construction definitely don't fire health events. Even though missiles now have strategic icons in PTE, they don't fire created events.
I tried your mod (a bit late), and it was really cool. Especially at the end of games when everything become messy, this mod really helps. Thank you.
Reported not working https://forums.uberent.com/threads/galactic-war-working-not-working-files-changes-and-so-on.59957/ Might be alerts manager or floating framework, also reported not working. There were a lot of changes to alerts system.
The core functionality of alerts manager is working and it correctly just passes new, unknown, watch_types through. PA Stats uses it to get unit created/destroyed events. The part of alerts manager that is broken is more likely the settings and maybe the ingame UI parts.
Here's a question though: if you download the alerts manager but don't change anything, what will happen? I only wanted the missile command mod and I don't want to mess up my alerts.
tatsujb you really should test all mods one by one or one broken mod will make you think many more are broken as well
Good chance this will be broken on PTE 67053. I borrowed the alert window, and they moved it to it's own scene.
It did still recognize nukes for me, but in the end I didn't use it because I was testing the ubers area command system.
How was this made obsolete? I do not see a replacement built into the game currently in the Stable build (.68767). Was this added in PTE? I think this feature is definitely needed.
Obsolete may be the wrong term; it's definitely broken by panelization, and a new API could make it a lot better. Plus I haven't been playing the types of games were it becomes relevant and/or cost-effective. There have been shots fired commits made, but I've been pulled away by the Ablegamer's Tournament Mod
No worries, because the Puppetmaster mod is very cool too. Could be very useful as a teaching tool as well, if you are trying to get someone up to speed on playing the game. However, after that one is done, maybe you could swing back and update Missile Command?
Missile Command version 2 essentially restores the original feature-set, rebuilt on top of panels and select.byIds - If unpacked RequireJS is good enough for Galactic War, it's good enough for me. - Remove Grunt - Remove depreciated modinfo fields - Convert to panel (supports mod loading in "missile_command") - Replace group tracking with select.byIds - Remove disconnect hook - Data stored in localStorage since panel session is transient - Disable Require.js timeout due to longer game load times when using render process limit. - Replace header toggle with option bar icon (Thanks to Fr33Lancer for the icon) - Loading indicator for panel - Add button to select all launchers (for area attack) - Set unready state for area attack - Handle Galactic War spec_tag - Add icon to show launcher in pip