SamsDRGMods / SimpleQOL

1 stars 0 forks source link

Both sentries get labeled as Sentry #2 and It glitches out recall functions. #40

Open Qeud opened 1 year ago

Qeud commented 1 year ago

This is based on JarlWulf and timothytrombone456's comments on the mod page:

Describe the bug Sometimes, Both sentries get labeled as Sentry_2. (Look at the 1st screenshot) In this situation: "Recall sentry one" doesn't work and "Recall sentry two" recalls both of them. "Select sentry one" swaps between them and "Select sentry two" doesn't swap and will be stuck on the last sentry selected. "Select closest sentry" and "Select furthest sentry" don't swap and will be stuck on the last sentry selected. "Recall closest sentry" and "Recall furthest sentry" will recall both sentries.

To Reproduce The game itself doesn't have a function to recall only one sentry, so that's why it gets glitched out. The reason why both of them get labeled as Sentry_2 is that the game pushes down the existing Sentry_2 to Sentry_1 slot on HUD when you recall only Sentry_1. (Look at the 2nd screenshot) The existing sentry remains as Sentry_2, but the HUD shows that Sentry_1 is placed. At that point, the next sentry you build will also become Sentry_2.

Expected behavior I'm not sure how this can be fixed. I would try to figure out how to prevent the game from pushing down the existing Sentry_2 to Sentry_1 Slot on HUD (I don't think it'd be easy), OR I would try to figure out how to force the game to put Sentry_1 when there is an existing Sentry_2 (This one seems more valid, although It might glitch out on HUD).

Screenshots image image

Additional context To workaround this problem, you can just use only the "Select~" commands avoiding recalling only one sentry. But this is not an actual solution and you won't be able to recall a sentry to quickly reload and maneuver it.

samamstar commented 1 year ago

This is something I've been meaning to look into for some time. I'll see what I can do to fix it, but all the obvious options I can think of would likely require the mod user to be host. Either way, I likely won't be fixing for some time as I'm currently busy with some other projects