Can you please remove all debugger statements you have in your code when you release it? I randomly get debugger breaks due to them. EDIT: actually there are quite a few that are commented out. But you missed one.
Something felt off to me since I used hotbuild2. Now I just realized. I often do this pattern: Select worker press r for radar place radar press shift press r for radar again place more radars somehow I usually handle the first of a bunch special like that. I am used to it, dunno why. hotbuild1 respected this by resetting the cycle thing once a building was placed without holding shift. So the sequence above would work even when executed at full speed. hotbuil2 does not reset the cycle on the first placed radar so I often end up cycling futher by pressing r again and placing a space radar thing. Am I the only person who plays like this? I'd like hotbuild2 to support my play style
Coming Soon : Option made : Hotbuild Reset Cycle when Shift isn't down Default (Off) so cola you put this on ON. Fixed ImbaWall cause latest build broke it. New Option thnx to Tripax's CSS Hotbuild Show Key on SideBar.
Scratch that : Cola_Colin found out that it happens when loading css files in live_game. So that's a bunch of mods creating black screens randomly. All mods that use a css in live_game should be affected. Fix on the way See (https://forums.uberent.com/threads/rel-possible-fix-for-blackscreen-issues.56735/) Anyway new update out : 1.9.9.9.3 Fixes : ImbaWall Adds new Setting for shift forget for Cola_Colin (default off) Add new Setting to show keys on command(sidebar) (default on)
I play like this, I got around it by making the cycle delay timer insanely quick. Oddly, clashes with PIP cause crashes to desktop. Notsure if everyones results would be the same. I tried to build artillery, the game crashed. Later I accidentally hit v, the game crashed. \ Also, why I am I saying two hotkeys for some units? E.g. scouts are "ek". However in hotbuild settings, they are only "e", and k removes them from the queue apparently.
I found this problem as well, I just changed the pip keybinds to the letter z instead of v. From what I could tell the crash occurs when to pressing shift+v or alt+v without the pip window actually open. E.g. I was adding artillery to my build queue (shift+v) however that same key combo was bound to an action for the pip window which wasn't open hence the PA crashed. I didn't actually check if shift+v to queue artillery worked with the pip window open, I just changed the keybind.
Yeah me too. Changed it to a key which was redundant because hotbuild gave toggle power capability. Just recording the issue here for troubleshooting purposes.
Umm is it normal that after selecting WASDF community default key bindings in hotbuild2 all ctrl+# commands have been assigned to the most random functions, for example ctrl+1 is self distruct? Is this a community default or glitch with my game...?
have you updated to the latest version, clicked community defaults then save and close? This was an issue in the previous version
Makes a lot of sense. Guess I have to create new defaults. Any else weird keys that could be conflicting ?
From what I've seen the ctrl+# change reported above. Also the ctrl+shft+f# commands which were originally for selecting all combat units (land, air, naval and so on) got replaced with factory selections which caught me out so I changed it back manually
The reset on no shift option seems not to work for me? When I press c for aa turret, place it, press down shift and press c again I still have a wall.
It seems odd that, by default, the missile launcher and wall share a hotkey. Everything else that's key sharing shares a function.
@proeleert - you know that ugly bug where the function commands were being read as being normal hotkeys? I think that has resurfaced. When you set the defaults to community arrowkeys you end up with a lot of odd commands in the function line. Corrected. I saw your post. Err... You know unit selection doesn't cycle? I'm observing it cycling with multiple factories selected?