Quote(a) move to another frame to make the desired assignment
Quote(b) manually delete the existing action (and future, if desired) via the replay editor.
Quote from: WillLem on November 03, 2025, 07:59:50 PMA separate column negates the benefit of seeing all replay actions in frame order
Quote from: WillLem on November 03, 2025, 07:59:50 PMWe could even add a "?" button next to this text which would open a dialog explaining Replay Insert mode in more detail.
Quote from: WillLem on October 25, 2025, 10:01:13 PMit wouldn't be a simple case of just changing the #FF00FF value as I'd hoped
Quote from: GigaLem on November 04, 2025, 12:29:36 AMyou're gonna need more than my choice to decide.
Quote from: LemSteven on June 26, 2011, 07:19:28 AMLemmings Revolution
(100% unless noted)
Quote from: ccexplore on December 16, 2011, 10:25:51 PMBombers
- reset a bomber: after a bomber finishes the countdown ("oh-no") but before he actually explodes, you can assign a non-bomber, non-permanent skill, and this will "reset" him so he doesn't explode. This works on blockers about to explode too, so you can free a blocker this way.
- The same glitch above also works with lemmings about to explode due to nuking, after the nuke countdown finishes when the lemmings start their "oh-no".
Quote from: Simon on October 27, 2025, 09:13:01 PMIIRC we have refactored that into its own side-effect-free question. All the hard work is already done, and it's clear what happens if you ask twice.
Quote from: Simon on October 27, 2025, 09:13:01 PMIt can also be natural to move the decision later.
Quote from: Simon on October 27, 2025, 09:13:01 PMI wouldn't cue the effect one physics frame later, unless that's what you always want; i.e., even if we continued play, you'd want the effect exactly one frame later.
Quote from: Simon on November 02, 2025, 01:46:54 PMSpeculation: It means that the assignment entered the replay during insert mode.
Quote from: Simon on November 02, 2025, 01:46:54 PMWrite static explanatory text in the tweaker.