Forged Alliance Forever Forged Alliance Forever Forums 2015-08-07T22:12:39+02:00 /feed.php?f=3&t=10527 2015-08-07T22:12:39+02:00 2015-08-07T22:12:39+02:00 /viewtopic.php?t=10527&p=106952#p106952 <![CDATA[Re: notify 3.7 and ecomanager7]]>

Statistics: Posted by keyser — 07 Aug 2015, 22:12


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2015-08-07T21:02:37+02:00 2015-08-07T21:02:37+02:00 /viewtopic.php?t=10527&p=106951#p106951 <![CDATA[Re: notify 3.7 and ecomanager7]]> here, or the README for more information.

Quick answer is typing /disableNotifyOverlay into the in-game chat.

Statistics: Posted by CodingSquirrel — 07 Aug 2015, 21:02


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2015-08-07T13:00:58+02:00 2015-08-07T13:00:58+02:00 /viewtopic.php?t=10527&p=106920#p106920 <![CDATA[Re: notify 3.7 and ecomanager7]]> Statistics: Posted by keyser — 07 Aug 2015, 13:00


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2015-08-07T11:50:59+02:00 2015-08-07T11:50:59+02:00 /viewtopic.php?t=10527&p=106917#p106917 <![CDATA[Re: notify 3.7 and ecomanager7]]> i fixed it by removing ( commenting out) the code in ecomanager. This should not be breaking anything ( i just prevented the dialog from showing at all ), but it is a bit hacky aproach nonetheless.
Also the change will be undone if you donwload another version of ecomanager.

i changed lines 173 to 186 in the modules/buildoverlay.lua file to this
Code:
   if data.eta >= 0 then
      --bitmap.eta:Show()
      bitmap.eta:Hide()
   else
      bitmap.eta:Hide()
   end

   if data.progress >= 0 then
      --bitmap.progress:Show()
      --bitmap.progress:SetText(math.floor(data.progress*100) .. "%")
      bitmap.progress:Hide()
   else
      bitmap.progress:Hide()
   end

Statistics: Posted by yorick — 07 Aug 2015, 11:50


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2015-08-07T00:26:51+02:00 2015-08-07T00:26:51+02:00 /viewtopic.php?t=10527&p=106886#p106886 <![CDATA[notify 3.7 and ecomanager7]]>
and the 2 of them are usefull, so i can't use only 1 of them...

Statistics: Posted by keyser — 07 Aug 2015, 00:26


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