notify 3.7 and ecomanager7

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notify 3.7 and ecomanager7

Postby keyser » 07 Aug 2015, 00:26

there is the same feature on the 2 mods... show the % done of the upgrade on the commander, and the time left to end it.

and the 2 of them are usefull, so i can't use only 1 of them...
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Re: notify 3.7 and ecomanager7

Postby yorick » 07 Aug 2015, 11:50

i had the same issue, afaik there is not an option to turn either one off.
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: Select all
   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
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Re: notify 3.7 and ecomanager7

Postby keyser » 07 Aug 2015, 13:00

doesn't fix everything, i still have 0% show by eco manager.
Zockyzock:
VoR is the clan of upcoming top players now
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Has liked: 424 times
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Re: notify 3.7 and ecomanager7

Postby CodingSquirrel » 07 Aug 2015, 21:02

You can turn that off in Notify. Check here, or the README for more information.

Quick answer is typing /disableNotifyOverlay into the in-game chat.
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Re: notify 3.7 and ecomanager7

Postby keyser » 07 Aug 2015, 22:12

thx codingsquirrel :)
Zockyzock:
VoR is the clan of upcoming top players now
keyser
Councillor - Game
 
Posts: 1870
Joined: 17 May 2013, 14:27
Has liked: 424 times
Been liked: 540 times
FAF User Name: keyser


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