If you want to stay true to the original Red Alert then you should be able to sell units while they are on the repair/servicepad.
If im not mistaken that was an function in atleast RA1.
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Also infantry if they are standing above walls!
In the original TD you can sell a vehicle on a Repair Facility/Repair Bay but if you try to do the same in OpenRA something else happens.
In original TD
Before:

After:

In OpenRA TD
Before:

During:

After:

In release 2014-10-29 you are not able to sell the repair pad with a vehicle on it. This is an improvement in the games predictability but you can not sell a vehicle.
If you try to sell the vehicle on a repair pad and it does not get sold the building becomes unsellable even without a vehicle on it.
Let's have a separate ticket for that.
On Mon, Dec 29, 2014 at 9:31 AM, Snurre86 [email protected] wrote:
If you try to sell the vehicle on a repair pad and it does not get sold
the building becomes unsellable even without a vehicle on it.—
Reply to this email directly or view it on GitHub
https://github.com/OpenRA/OpenRA/issues/3798#issuecomment-68218470.
Separate ticket for what, its just a big mess. If you want a vehicle to be sold on repair bay then you need vehicles that are in mint condition to have access to the repair bay and the repair bay must be able to be sold after the vehicle is sold. If you want your vehicle not to be sold on a repair bay then the sale icon must be replaced with a sale icon that has a red line across it. then you have the option of being able to sell the repair bay with a vehicle on it or block the possibility of it being sold with a vehicle on it, if the latter you still need a new no sell icon.
(For attempting to sell a vehicle breaking subsequent selling of the repair
pad, if that's what you're saying is currently happening in some cases?)
On Mon, Dec 29, 2014 at 12:21 PM, Snurre86 [email protected] wrote:
Separate ticket for what, its just a big mess. If you want a vehicle to be
sold on repair bay then you need vehicles that are in mint condition to
have access to the repair bay and the repair bay must be able to be sold
after the vehicle is sold. If you want your vehicle not to be sold on a
repair bay then the sale icon must be replaced with a sale icon that has a
red line across it. then you have the option of being able to sell the
repair bay with a vehicle on it or block the possibility of it being sold
with a vehicle on it, if the latter you still need a new no sell icon.—
Reply to this email directly or view it on GitHub
https://github.com/OpenRA/OpenRA/issues/3798#issuecomment-68223211.
Yes, but why bother?
Because it is completely separate from the missing feature of selling vehicles.
I don't think so, you guys need to make up your mind about where you wanna go, then I will know what to report.
This is now straightforward to implement using upgrades:
While I suspect that some people might complain at the thought of adding this feature to our default mods, we should at least add the trait support for it.
The Tool tip should not show that you sell the Nod Buggy if you in fact are about to sell the Repair Facility.


PS could not get the dollar icon to show in the screenshots.
If we want current status of no reselling of the vehicle we need this icon. Then also disabling the selling of the repair facility when the Nod buggy tool tip shows.

Selling vehicles in the original games (before they removed the feature) always smelled of a bug when units were on top of buildings that they couldn't easily fix (especially since @epicelite mentioned infantry selling on walls above). It never worked very well or had a real purpose in the game. I consider us not having it to be a feature.
It might started out as that, but RA2 (and maybe TS already) had separate selling cursors for vehicles and buildings, which implies an Ascended Glitch to me.
Yep, but then they removed it completely in RA2:YR (or was it one of the RA2 patches?).
It was YR - probably they did this for the Grinder to be unique.
Also note that the hot keys are jacked up for some of the mods - X should scatter units, not bring up the sell cursor.
Ctrl-X scatters, iirc.
Also note that the hot keys are jacked up for some of the mods - X should scatter units, not bring up the sell cursor.
Sounds like someone messed with your hotkey setup. The power down cursor is triggered when pressing x (and yes, ctrl + x is scatter): https://github.com/OpenRA/OpenRA/wiki/Hotkeys
CTRL+X is dumb since X is the scatter from original CNC.
To that point however, it doesn't work worth a shit anyway...
The sell function is good because you have units that can take husks and hijack vehicles - which is an attack on your part, but if you don't, for example, actually want the unit, you can sell it for cash.
Also, crates may give you stuff you dont want. Or if you're nearly dead, selling off units to buy an MCV.
No change.


You are not selling the yak.

Very ancient topic but once you guys sort out "Engineer to enter/repair" priority problem by force move order, then you might be able to use "DeliversCash": make units "Force enter" into FIX then they will turn into cash! DeliversCash already features filter now, by recent refactoring. Much neater than waiting for the units to enter FIX and trying not to click over the FIX building itself and aim for the unit one by one.