Underdocumented controls

Underdocumented controls

Various things about Spring that do not fit in any of the other forums listed below, including forum rules.

Moderator: Moderators

Post Reply
BumSmith
Posts: 1
Joined: 18 Jan 2008, 10:20

Underdocumented controls

Post by BumSmith »



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
User avatar
zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Re: Underdocumented controls

Post by zwzsg »

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
User avatar
CarRepairer
Cursed Zero-K Developer
Posts: 3359
Joined: 07 Nov 2007, 21:48

Re: Underdocumented controls

Post by CarRepairer »

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.
User avatar
kiki
Posts: 859
Joined: 05 Nov 2007, 03:06

Re: Underdocumented controls

Post by kiki »

CarRepairer 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.
+1
trepan
Former Engine Dev
Posts: 1200
Joined: 17 Nov 2005, 00:52

Re: Underdocumented controls

Post by trepan »

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.
User avatar
kiki
Posts: 859
Joined: 05 Nov 2007, 03:06

Re: Underdocumented controls

Post by kiki »

Ill try to lua this.I already have a basis.
Post Reply

Return to “General Discussion”