Ticket #4008: missingunitactionhotkeys_v2.3.patch
File missingunitactionhotkeys_v2.3.patch, 6.5 KB (added by , 8 years ago) |
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binaries/data/config/default.cfg
181 181 [hotkey.camera] 182 182 reset = "R" ; Reset camera rotation to default. 183 183 follow = "F" ; Follow the first unit in the selection 184 rallypointfocus = unused ; Focus the camera on the rally point of the selected building 184 185 zoom.in = Plus, Equals, NumPlus ; Zoom camera in (continuous control) 185 186 zoom.out = Minus, NumMinus ; Zoom camera out (continuous control) 186 187 zoom.wheel.in = WheelUp ; Zoom camera in (stepped control) … … 284 285 garrison = Ctrl ; Modifier to garrison when clicking on building 285 286 autorallypoint = Ctrl ; Modifier to set the rally point on the building itself 286 287 guard = "G" ; Modifier to escort/guard when clicking on unit/building 288 repair = "J" ; Modifier to repair when clicking on building/mechanical unit 289 unload = "U" ; Modifier to unload when building/mechanical unit is selected 287 290 queue = Shift ; Modifier to queue unit orders instead of replacing 288 291 batchtrain = Shift ; Modifier to train units in batches 289 292 massbarter = Shift ; Modifier to barter bunch of resources -
binaries/data/mods/public/gui/common/color.js
134 134 { 135 135 let key = Engine.ConfigDB_GetValue("user", "hotkey." + hotkey); 136 136 137 if (!key )137 if (!key || key.toLowerCase() == "unused") 138 138 return ""; 139 139 140 140 return sprintf(text, { -
binaries/data/mods/public/gui/manual/intro.txt
70 70 . (Period): Select idle worker (including citizen soldiers) 71 71 Shift + .: add idle worker to selection (including citizen soldiers) 72 72 H: Stop (halt) the currently selected units. 73 U: Unload the garrisoned units of the selected buildings 73 74 Ctrl + 1 (and so on up to Ctrl + 0): Create control group 1 (to 0) from the selected units/buildings 74 75 1 (and so on up to 0): Select the units/buildings in control group 1 (to 0) 75 76 Shift + 1 (to 0): Add control group 1 (to 0) to the selected units/buildings … … 82 83 83 84 [font="sans-bold-14"]Modify mouse action 84 85 [font="sans-14"]Ctrl + Right Click on building: Garrison 86 J + Right Click on building: Repair 85 87 Shift + Right Click: Queue the move/build/gather/etc order 86 88 Shift + Left click when training unit/s: Add units in batches of five 87 89 Shift + Left Click or Left Drag over unit on map: Add unit to selection -
binaries/data/mods/public/gui/session/hotkeys/camera.xml
5 5 <action on="Press">setCameraFollow(g_Selection.getFirstSelected());</action> 6 6 </object> 7 7 8 <object hotkey="camera.rallypointfocus"> 9 <action on="Press">performCommand(g_Selection.getFirstSelected(), "focus-rally");</action> 10 </object> 11 8 12 <!-- Camera jumping - press a hotkey to mark a position and another hotkey to jump back there --> 9 13 <object hotkey="camera.jump.1"> 10 14 <action on="Press">jumpCamera(1);</action> -
binaries/data/mods/public/gui/session/hotkeys/misc.xml
46 46 <action on="Press">performCommand(g_Selection.getFirstSelected(), "delete");</action> 47 47 </object> 48 48 49 <object hotkey="session.unload"> 50 <action on="Press">unloadAll();</action> 51 </object> 52 49 53 <object hotkey="session.stop"> 50 54 <action on="Press">stopUnits(g_Selection.toList());</action> 51 55 </object> -
binaries/data/mods/public/gui/session/unit_actions.js
344 344 "target": null 345 345 }; 346 346 }, 347 "hotkeyActionCheck": function(target) 348 { 349 if (!Engine.HotkeyIsPressed("session.repair") || 350 !getActionInfo("repair", target).possible) 351 return false; 352 353 return { 354 "type": "build", 355 "cursor": "action-repair", 356 "target": target 357 }; 358 }, 347 359 "actionCheck": function(target) 348 360 { 349 361 if (!getActionInfo("repair", target).possible) … … 783 795 cursor = "action-attack-move"; 784 796 } 785 797 786 if (targetState.garrisonHolder && 798 if (Engine.HotkeyIsPressed("session.repair") && targetState.needsRepair && 799 playerCheck(entState, targetState, ["Ally"])) 800 { 801 data.command = "repair"; 802 data.target = targetState.id; 803 cursor = "action-repair"; 804 } 805 else if (targetState.garrisonHolder && 787 806 playerCheck(entState, targetState, ["Player", "MutualAlly"])) 788 807 { 789 808 data.command = "garrison"; … … 973 992 } 974 993 975 994 return { 976 "tooltip": translate("Unload All"), 995 "tooltip": colorizeHotkey("%(hotkey)s" + " ", "session.unload") + 996 translate("Unload All."), 977 997 "icon": "garrison-out.png", 978 998 "count": count, 979 999 }; … … 1088 1108 return false; 1089 1109 1090 1110 return { 1091 "tooltip": translate("Repair"), 1111 "tooltip": colorizeHotkey("%(hotkey)s" + " ", "session.repair") + 1112 translate("Order the selected units to repair a building or mechanical unit."), 1092 1113 "icon": "repair.png" 1093 1114 }; 1094 1115 }, … … 1106 1127 return false; 1107 1128 1108 1129 return { 1109 "tooltip": translate("Focus on Rally Point"), 1130 "tooltip": colorizeHotkey("%(hotkey)s" + " ", "camera.rallypointfocus") + 1131 translate("Focus on Rally Point."), 1110 1132 "icon": "focus-rally.png" 1111 1133 }; 1112 1134 }, … … 1252 1274 } 1253 1275 1254 1276 return { 1255 "tooltip": translate("Unload All"), 1277 "tooltip": colorizeHotkey("%(hotkey)s" + " ", "session.unload") + 1278 translate("Unload All."), 1256 1279 "icon": "garrison-out.png", 1257 1280 "count": count, 1258 1281 };