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Filtered despawn #1341
Filtered despawn #1341
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- `ToVehicle()` - get `Vehicle` from an id - `Despawn()` - queue a vehicle for despawning - `ToExtVehicleType()` - get `ExtVehicleType` for a vehicle
- When called with no params, despawns all vehicles - Otherwise, despawns vehicles matching specified `ExtVehicleType` - `ClearTraffic()` => `DespawnVehicles()`
Just for consistency with similar methods.
TEST and DEBUG builds will still show the pilcrow; but STABLE builds will try and clean the locale key by removing anything before `:` (if present).
These allow user to choose what to despawn. The group only appears in-game.
The It will only appear in-game (not in editor or main menu). Additionally I've beautified the result of missing translations in STABLE builds (only for basic strings, not advisor tutorials). 3960c45 - DEBUG and TEST builds are unaffected by this change (they'll still show pilcrow and the full locale key). |
To despawn only cims? Will help with crowded bus stops, but really that should be fixed elsewhere, they should lose patience and find another path. |
I can add that in easy enough - should it despawn bicycles as well or just the pedestrians? As for preventing crowded stops, Dymanoid's "Stops and Stations" mod does exactly that :) |
duh, ignore thisTrying to track down what's going on in #1342 and found one possible issue that In previous commit I add a new Select
Good so far. Now select
So (paraphrasing for sake of brevity) if |
And now it's working perfectly :) |
By |
I removed the word EDIT: updated OP to note that the image is outdated |
Hmm I don't see despawn section in the options in-game, what I'm doing wrong?🤔 |
It should appear at bottom of maintenance tab in options when in-game (does not appear in main menu or editor though) |
Yeah, stupid me, I was browsing PR changes but didn't build that version for tests... |
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Seems to be working correctly 👍
awesome - pls mege (only one reviewer so far) :) |
- Checks if savegame edition != latest edition - If so, works out what to despawn - Then despawns it (see #1341 for how that works)
Fixes: #270
Updates: #833
TMPE.zip
ExtVehicleType
)DespawnVehicles()
method inUtilityManager
.Toggling
All vehicles and cims
checkbox will apply the result to all indented checkbox below. Checking all indented checkbox will result in theAll...
checkbox being checked; and unchecking one or more indented checkbox will result inAll...
being unchecked.Note that
Parked Vehicles
is handled as a speical case; whenDespawn
button is clicked, it checks that setting individually and queues relevant manager instance method (RemoveParkedVehicles()
).List of filters that can be used by `UtilityManager.Instance.DespawnVehicles()` for reference
Although this is a non-trivial change, I'd like to request it go in to 11.6.4.4 release as it will help users despawn their aircraft should they be stuck due to pathfinding issues tackled in PR #1338