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Underdocumented controls
Posted: 18 Jan 2008, 10:28
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
Re: Underdocumented controls
Posted: 18 Jan 2008, 19:25
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
Re: Underdocumented controls
Posted: 19 Jan 2008, 00:51
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.
Re: Underdocumented controls
Posted: 24 Jan 2008, 04:16
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
Re: Underdocumented controls
Posted: 24 Jan 2008, 04:20
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.
Re: Underdocumented controls
Posted: 24 Jan 2008, 04:32
by kiki
Ill try to lua this.I already have a basis.