Hotkeys to repair, ungarrison and focus on the rallypoint. Patch by Imarok, refs #4008.
This was SVN commit r18578.
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@ -181,6 +181,7 @@ quickload = "Shift+F8"
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[hotkey.camera]
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reset = "R" ; Reset camera rotation to default.
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follow = "F" ; Follow the first unit in the selection
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rallypointfocus = unused ; Focus the camera on the rally point of the selected building
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zoom.in = Plus, Equals, NumPlus ; Zoom camera in (continuous control)
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zoom.out = Minus, NumMinus ; Zoom camera out (continuous control)
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zoom.wheel.in = WheelUp ; Zoom camera in (stepped control)
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@ -278,12 +279,14 @@ offscreen = Alt ; Include offscreen units in selection
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[hotkey.session]
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kill = Delete ; Destroy selected units
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stop = "H" ; Stop the current action
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unload = "U" ; Unload garrisoned units when a building/mechanical unit is selected
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attack = Ctrl ; Modifier to attack instead of another action (eg capture)
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attackmove = Ctrl ; Modifier to attackmove when clicking on a point
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attackmoveUnit = "Ctrl+Q" ; Modifier to attackmove targeting only units when clicking on a point (should contain the attackmove keys)
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garrison = Ctrl ; Modifier to garrison when clicking on building
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autorallypoint = Ctrl ; Modifier to set the rally point on the building itself
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guard = "G" ; Modifier to escort/guard when clicking on unit/building
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repair = "J" ; Modifier to repair when clicking on building/mechanical unit
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queue = Shift ; Modifier to queue unit orders instead of replacing
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batchtrain = Shift ; Modifier to train units in batches
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massbarter = Shift ; Modifier to barter bunch of resources
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@ -70,6 +70,7 @@ Shift + /: add idle fighter to selection
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. (Period): Select idle worker (including citizen soldiers)
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Shift + .: add idle worker to selection (including citizen soldiers)
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H: Stop (halt) the currently selected units.
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U: Unload the garrisoned units of the selected buildings
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Ctrl + 1 (and so on up to Ctrl + 0): Create control group 1 (to 0) from the selected units/buildings
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1 (and so on up to 0): Select the units/buildings in control group 1 (to 0)
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Shift + 1 (to 0): Add control group 1 (to 0) to the selected units/buildings
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@ -82,6 +83,7 @@ Tab: See all status bars (which would also show the building progress)
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[font="sans-bold-14"]Modify mouse action
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[font="sans-14"]Ctrl + Right Click on building: Garrison
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J + Right Click on building: Repair
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Shift + Right Click: Queue the move/build/gather/etc order
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Shift + Left click when training unit/s: Add units in batches of five
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Shift + Left Click or Left Drag over unit on map: Add unit to selection
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@ -5,6 +5,10 @@
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<action on="Press">setCameraFollow(g_Selection.getFirstSelected());</action>
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</object>
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<object hotkey="camera.rallypointfocus">
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<action on="Press">performCommand(g_Selection.getFirstSelected(), "focus-rally");</action>
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</object>
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<!-- Camera jumping - press a hotkey to mark a position and another hotkey to jump back there -->
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<object hotkey="camera.jump.1">
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<action on="Press">jumpCamera(1);</action>
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@ -46,6 +46,10 @@
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<action on="Press">performCommand(g_Selection.getFirstSelected(), "delete");</action>
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</object>
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<object hotkey="session.unload">
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<action on="Press">unloadAll();</action>
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</object>
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<object hotkey="session.stop">
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<action on="Press">stopUnits(g_Selection.toList());</action>
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</object>
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@ -345,6 +345,18 @@ var unitActions =
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"target": null
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};
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},
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"hotkeyActionCheck": function(target)
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{
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if (!Engine.HotkeyIsPressed("session.repair") ||
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!getActionInfo("repair", target).possible)
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return false;
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return {
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"type": "build",
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"cursor": "action-repair",
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"target": target
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};
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},
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"actionCheck": function(target)
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{
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if (!getActionInfo("repair", target).possible)
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@ -784,7 +796,15 @@ var unitActions =
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cursor = "action-attack-move";
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}
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if (targetState.garrisonHolder &&
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if (Engine.HotkeyIsPressed("session.repair") &&
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(targetState.needsRepair || targetState.foundation) &&
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playerCheck(entState, targetState, ["Player", "Ally"]))
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{
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data.command = "repair";
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data.target = targetState.id;
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cursor = "action-repair";
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}
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else if (targetState.garrisonHolder &&
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playerCheck(entState, targetState, ["Player", "MutualAlly"]))
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{
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data.command = "garrison";
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@ -974,7 +994,8 @@ var g_EntityCommands =
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}
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return {
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"tooltip": translate("Unload All"),
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"tooltip": colorizeHotkey("%(hotkey)s" + " ", "session.unload") +
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translate("Unload All."),
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"icon": "garrison-out.png",
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"count": count,
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};
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@ -1089,7 +1110,8 @@ var g_EntityCommands =
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return false;
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return {
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"tooltip": translate("Repair"),
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"tooltip": colorizeHotkey("%(hotkey)s" + " ", "session.repair") +
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translate("Order the selected units to repair a building or mechanical unit."),
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"icon": "repair.png"
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};
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},
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@ -1107,7 +1129,8 @@ var g_EntityCommands =
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return false;
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return {
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"tooltip": translate("Focus on Rally Point"),
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"tooltip": colorizeHotkey("%(hotkey)s" + " ", "camera.rallypointfocus") +
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translate("Focus on Rally Point."),
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"icon": "focus-rally.png"
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};
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},
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@ -1253,7 +1276,8 @@ var g_AllyEntityCommands =
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}
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return {
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"tooltip": translate("Unload All"),
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"tooltip": colorizeHotkey("%(hotkey)s" + " ", "session.unload") +
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translate("Unload All."),
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"icon": "garrison-out.png",
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"count": count,
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};
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