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IDRatingCategoryDescriptionScreenshotDate
6743😟BugIn behavior programming, "Attack move" function is way too persisent. It can't be overritten by simple move functions, and not even by the stop moving fuction! This means that once given an attack move order, it will be executed no matter what, as soon as the unit is idle. This creates infinite loops if a troop unit is set so go back to a rally point when idle... The only way to overwrite it reliably is to add "Attack move: self" every time a move fuction is used.

Simple example here, signal register set to an enemy, display register set to a friendly building: DSC3c2jeWAy3kY8v51u1UOa1LD36j2HJbu64I59WI2S9odm0gkIqM06mUIH1C7Ywa4fXh5P1hOKiQ2WZByg3pRUoD2BxKha0hFF4J1NLoPD1osAgb1erGxS2vb5P71wg4c13S6iMz07Bhvo0gwBfM2Vi
2026-04-10 11:06:55

IDReplyAuthorDate
765Thanks for the feedback. Attack move just sets the coordinate on the equipped turret component so this needs to be cleared which a move instruction will not do, so unfortunately the only way around this right now is to clear the register if you want it to stop attack moving. We will try to improve this in the future. While a move instruction shouldnt override it by default perhaps it could have an option to do so.Admin2026-04-11 11:27:02

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