| 6743 | 😟 | Bug | In 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 |