Not sure if it's the uninstall / reinstall or the new version, but I no longer have the issue described in this post. And no need for shift key (@cola_colin ) Imbawall everything ! Any chance to have tactical buildings (radars , nuke / anti) and other ground defenses (catapult / pelter / holkins) as self.imbawallers by default ? Spoiler: Local Code: self.imbawallers = ko.observableArray(["/pa/units/land/laser_defense/laser_defense.json", "/pa/units/land/laser_defense_single/laser_defense_single.json", "/pa/units/land/laser_defense_adv/laser_defense_adv.json", "/pa/units/land/artillery_short/artillery_short.json", "/pa/units/land/artillery_long/artillery_long.json", "/pa/units/land/tactical_missile_launcher/tactical_missile_launcher.json", "/pa/units/land/nuke_launcher/nuke_launcher.json", "/pa/units/land/anti_nuke_launcher/anti_nuke_launcher.json", "/pa/units/land/radar/radar.json", "/pa/units/land/radar_adv/radar_adv.json", "/pa/units/land/laser_defense/laser_defense.json.player", "/pa/units/land/laser_defense_single/laser_defense_single.json.player", "/pa/units/land/laser_defense_adv/laser_defense_adv.json.player", "/pa/units/land/artillery_short/artillery_short.json.player", "/pa/units/land/artillery_long/artillery_long.json.player", "/pa/units/land/tactical_missile_launcher/tactical_missile_launcher.json.player", "/pa/units/land/nuke_launcher/nuke_launcher.json.player", "/pa/units/land/anti_nuke_launcher/anti_nuke_launcher.json.player", "/pa/units/land/radar/radar.player", "/pa/units/land/radar_adv/radar_adv.player" ]); Thinking about it, why is it restricted to laser turrets in the first place ? Why not allow it for all buildings ? Because it is not perfect for large sized buildings ? Partial cover is better than not at all
Again, partial cover is better than nothing. You can always fill the gap manually if you use the option, or not use the option and draw straight lines. Since it's an option, being perfect or not, it should be up to the user to choose And objectively, radars / catapult / pelter cover is OK (not the pelter above )
Indeed, but my foreseeable laziness instinct tells me that either it should be in the mod by default, or I'll curse you for each new update Kidding aside, shall I send a pull request or copy / paste from above spoiler is OK ?
Released 1.38 - Cleanups - Some more buildings can be imbawalled (ask list to @Fr33Lancer) - Hotbuild Preview is back see screenshot (you can toggle this on / off in settings -> ui ....) Note: you can drag the preview thingie... (I like the bottomright near the clock) This update has additional requirement for the Floating Framework once again so make sure you have Floating Framework enabled.... Next on list is better unit selection control hotkeys
I kind of misswrote what I wanted. I want to disable the movement of it. Pin it in one location, so I cant accidentally randomly move it around while playing.
That is an interesting idea. I'm thinking the best way to implement that would be to add an api call to disable or re-enable the dragging for a frame. Then the mod could link that to a toggle or settings option. I'll try to look into adding that soon.
I've just pushed an update that includes this feature. The details are here: https://forums.uberent.com/threads/rel-floating-framework-v2-0-73737.65658/
released 1.39 - added a button in settings to lock / unlock the hotbuild preview into position (thanks @LavaSnake for Framework update)
Currently the implementation of this is... lacking. Issue: Often I want to separate i.e. air fighters and tanks that I box selected. But exactly these units have the same key. It's like whenever I want to use it that happens, seems like the most common "I want to separate them" cases are all cases with the same build hotkey, which makes sense looking at how the build hotkeys are layed out.