forked from 0ad/0ad
Back to work hotkey. Patch by Imarok, refs #4008.
This was SVN commit r18747.
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@ -279,6 +279,7 @@ 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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backtowork = "Y" ; The unit will go back to work
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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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@ -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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Y: The unit will go back to work
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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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@ -54,6 +54,10 @@
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<action on="Press">stopUnits(g_Selection.toList());</action>
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</object>
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<object hotkey="session.backtowork">
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<action on="Press">backToWork();</action>
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</object>
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<!-- Find idle warrior - TODO: Potentially move this to own UI button? -->
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<object hotkey="selection.idlewarrior">
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<action on="Press">findIdleUnit(g_MilitaryTypes);</action>
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@ -1154,7 +1154,8 @@ var g_EntityCommands =
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return false;
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return {
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"tooltip": translate("Back to Work"),
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"tooltip": colorizeHotkey("%(hotkey)s" + " ", "session.backtowork") +
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translate("Back to Work"),
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"icon": "production.png"
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};
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},
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