Comments (5)
Ever heard of a fun little instruction called unbind? That's in ucontrol... and has its own description ingame
from mindustry-suggestions.
Ever heard of a fun little instruction called unbind? That's in ucontrol... and has its own description ingame
Of course, but unfortunately it does not solve the problem
After
unbind
ing, these units will not be tied to the last player and will simply beidle
somewhere.
2024-02-11_19-10-31-022-javaw.mp4
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Ah command mode, i didnt pick up that detail in the previous comment. As for within, you could use sensor xy to do that (no ucontrol needed) as a solution for current version, for the ulocate implementation there is little you could do that wouldnt hinder the behaviour
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ulocate is a command for processor to pass value to variable rather than making some changes for unit. The same is with unit within command.
Imagine selecting and commanding flock of units while watching how they stop one by one just because somewhere processor are checking their location.
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As for within, you could use sensor xy
Indeed, for within
there is a workaround that literally does the same thing as within
.
the ulocate implementation there is little you could do that wouldnt hinder the behaviour
The key feature of ulocate
is to determine the location of the building for each unit separately. The thing you can do without ruining the gameplay is to move all units to only one building. This is especially critical for repair turrets, when a unit can go to the one that is located at the end of the map, through the enemyโs walls, and not to the nearest one literally a few blocks away from the unit.
This is not to mention the fact that you also need to use ulocate
to define it. Moreover, you should check from time to time with ulocate
whether this building is still alive.
To sum it up, there are no bindingless alternatives to ulocate
.
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Related Issues (20)
- Better form of the world rules "ban" and "unban" in world processor
- Message block sensor/read? HOT 2
- Increase max instructions in higher processor tiers HOT 1
- Make the hiddenOnPlanets modding class applicable to other things than just items. HOT 1
- Comments for processors
- Areas in processor code
- Node for controlling the processor
- Title HOT 1
- Abandon on mobile HOT 5
- Overdriver HOT 3
- iOS / iPadOS Keyboard support HOT 1
- Support for rotatable output to logic displays HOT 3
- Liquid bottle HOT 1
- Marker layers HOT 2
- Any plan for using index on locate and radar logic? HOT 1
- Multitouch gestures support on pc version HOT 1
- "liquidType" for processors
- "Challenge map" difficulty for upcoming campaign sectors
- More menus and smart prefilled arguments for processors commands
- Be able to copy build ghosts through F
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