trepan
Post subject:
PostPosted: 05 Nov 2006, 10:34
Spring developer
Joined: 16 Nov 2005
Location: Canada
Some hints on the new wait commands:
GatherWait:
- use it after a movement command of some sort (move / fight)
- units will wait until all members of the GatherWait command
have arrived at their destinations before continuing
- if you have "gathermode" enabled, a gatherwait command is
automatically added after every move and fight command (the
default move cursor will be changed to the gather cursor to
indicate that you are in gathermode)
SquadWait:
- usually used with factories (but does work on groups without a factory)
- pick a factory, and give it a rallypoint, then add a squadwait
command with the number of units you want in your squads. units will
wait at the initial rally point until enough of them have arrived to make
up a squad, then they'll continue along their queue.
DeathWait:
- units will not wait on themselves
- one possible use is to have a group of aircraft wait for an enemy's
anti-aircraft defenses to crumble before passing over their ruins to
attack.
TimeWait:
- pretty straight forward, no hint
Underdocumented controls
Moderator: Moderators
Underdocumented controls
Re: Underdocumented controls
A forum thread will sink and be forgotten in a week, post in the wiki instead.
And because it's stupid to say "post in the wiki" when anybody can do it: http://spring.clan-sy.com/wiki/Using_Or ... d_Commands
And because it's stupid to say "post in the wiki" when anybody can do it: http://spring.clan-sy.com/wiki/Using_Or ... d_Commands
- CarRepairer
- Cursed Zero-K Developer
- Posts: 3359
- Joined: 07 Nov 2007, 21:48
Re: Underdocumented controls
A simple exe, like the existing settings.exe, would be both a useful feature for editing uikeys.txt and a better window for players into the game's controls by listing all the possibilities. Of course you'd have to account for additional mod-specific commands (like CA's "retreat") with some sort of extra textbox but it's possible.
Re: Underdocumented controls
+1CarRepairer wrote:A simple exe, like the existing settings.exe, would be both a useful feature for editing uikeys.txt and a better window for players into the game's controls by listing all the possibilities. Of course you'd have to account for additional mod-specific commands (like CA's "retreat") with some sort of extra textbox but it's possible.
Re: Underdocumented controls
It might be better to do it as a widget, that way you
could make adjustments in game and test them. LuaUI
has all the features needed to make a key binding UI.
This would also mean that you wouldn't have to worry
about the program working on different OSes.
could make adjustments in game and test them. LuaUI
has all the features needed to make a key binding UI.
This would also mean that you wouldn't have to worry
about the program working on different OSes.
Re: Underdocumented controls
Ill try to lua this.I already have a basis.