Opened 7 years ago
Last modified 5 years ago
#4761 new task
Giving more unit hotkey
Reported by: | fpre_O_O_O_O_O_O | Owned by: | |
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Priority: | Should Have | Milestone: | Backlog |
Component: | UI – In-game | Keywords: | |
Cc: | elexis, fpre_O_O_O_O_O_O | Patch: |
Description (last modified by )
Already included in game
Unit Controls:
Delete Delete
Hold H
garrison Ctrl
Repair J
Guard G
Patrol P
New additional hotkeys
Setting fight behaviour state:
Violent Ctrl + V
Agressive Ctrl + A
Defensive Ctrl + D
Passive Ctrl + P
Standground Ctrl + S
When only hold ctrl it will show the key to hit behaviour state icon.
Build panel in unit:
First buildings column: Shift + q, w, e, r, t, ... Second buildings column: Shift + a, s, d, f, g, ... Third buildings column: Shift + y, x, c, v, b, ...
When only hold shift it will show the key on the buildings icon.
Showing number of buildings of a type already been build:
Holding Ctrl + Shift shows the number of buildings already built on its icon. When then click, it cycles through them by centering them in the camera focus (not selecting them, due to possibility of further cycling and finding another) Then on double click it will therefore selecting all that buildings on the whole map (to make multiple trainings on them or delete them or something else xD) show zero if none of it build xD.
maybe this double click on icons of units in selection panel should also select all units of its type on whole map (to have them all selected available, like all cavs javelin and so on)
Relatings to stances in
https://trac.wildfiregames.com/ticket/4472
Change History (8)
follow-up: 2 comment:1 by , 7 years ago
comment:2 by , 7 years ago
Replying to elexis:
The stance and unit action hotkeys are a duplicate of the ticket I sent you some days ago #4472.
Entity cycling is documented in some ancient tickets with patches that were inapplicable at the time already.
It'd be important to me that building related hotkeys have an identifier in the templates. I'm planning to implement that after the hotkey edit dialog.
stance matched
addition "Not going to be implemented (here):
Developer cheats: control-all, promote, reveal-map, debug-print, set-shading-color Training, Upgrade - partially"
buildings build/select addition
comment:3 by , 7 years ago
Description: | modified (diff) |
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comment:4 by , 7 years ago
Description: | modified (diff) |
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comment:5 by , 7 years ago
Description: | modified (diff) |
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comment:6 by , 7 years ago
I don't think ctrl + ... or shift + ... will work because there's too many buildings and fingers can only stretch so far. I think it's better to press one hotkey ("b" for build, e.g.) then press another for which building you want.
Different units and different civs have different orders of buildings, so I don't think using q, w, e, ... is ideal. People using hotkeys for speed don't even want to look at the lower right corner where the buildings are listed. So I think it's better to have them correspond to the building name ("o" for outpost, etc., and the same for all civs), although of course we should be able to customize them.
I was going to do stances hotkeys a little while ago; my idea was "zxcvb" but that conflicted with the heroes and ships that could create units. I guess ctrl + something works, although I use ctrl (and shift) a lot when I have units selected, so it might get annoying if something pops up everytime I hold that key. But there's only so many keys, so I'll try not to complain.
comment:8 by , 5 years ago
Component: | UI & Simulation → In-game UI |
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Move tickets to In-game UI
as UI & Simulation
got some sub components.
The stance and unit action hotkeys are a duplicate of the ticket I sent you some days ago #4472.
Entity cycling is documented in some ancient tickets with patches that were inapplicable at the time already.
It'd be important to me that building related hotkeys have an identifier in the templates. I'm planning to implement that after the hotkey edit dialog.