Prevent construction units from being Ctrl-Z'd
Moderator: Moderators
Prevent construction units from being Ctrl-Z'd
If I select a group of 30 attack units and 1 construction kbot and Ctrl-Z, I do not want to select all of my construction kbots.
- clumsy_culhane
- Posts: 370
- Joined: 30 Jul 2007, 10:27
Re: Prevent construction units from being Ctrl-Z'd
+1 to this, I often do it and its very annoying to have to remember what your cons were doing and re-issuing orders to them. It can't be that hard to code it, either.
Re: Prevent construction units from being Ctrl-Z'd
you can edit it in selection key configurations...
In general there is a strong need for a widget to control selection boxes.
order should be IMO like this:
If you have a mix of attacking units cons and buildings when you stretch a selection box above it all only attacking untis should be selected.
If you have a mix of only cons and buildings cons should be selected.
and buildings only get selected if they are the only thing in the selection box or just individually.
id also add an alt key so when pressed and the player stretches a slection box only planes are selected even if there are land units in the mix.
The air selection priority should be the same.
if there are attacking planes mixed with con planes(attacking planes are all none builder planes)
only attacking planes are selected.
In general there is a strong need for a widget to control selection boxes.
order should be IMO like this:
If you have a mix of attacking units cons and buildings when you stretch a selection box above it all only attacking untis should be selected.
If you have a mix of only cons and buildings cons should be selected.
and buildings only get selected if they are the only thing in the selection box or just individually.
id also add an alt key so when pressed and the player stretches a slection box only planes are selected even if there are land units in the mix.
The air selection priority should be the same.
if there are attacking planes mixed with con planes(attacking planes are all none builder planes)
only attacking planes are selected.
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- Moderator
- Posts: 2464
- Joined: 12 Oct 2007, 09:24
Re: Prevent construction units from being Ctrl-Z'd
In selectkeys.txt replace the default Ctrl-Z with this: Control_Z AllMap+_InPrevSel_Not_Builder+_ClearSelection_SelectAll+
IW has a widget than filters con units out of a selection, ask them.
IW has a widget than filters con units out of a selection, ask them.
Re: Prevent construction units from being Ctrl-Z'd
I know they have that.their game is in closed beta.
Plus as i understand,its not too smart and not complete, unless they changed it.
They don't wanna release it.
If they wanted to release that widget they would have.
Im sure thye are aware of how useful it is.
Plus as i understand,its not too smart and not complete, unless they changed it.
They don't wanna release it.
If they wanted to release that widget they would have.
Im sure thye are aware of how useful it is.
Last edited by Gota on 28 Dec 2008, 06:24, edited 2 times in total.
- thesleepless
- Posts: 417
- Joined: 24 Oct 2007, 04:49
Re: Prevent construction units from being Ctrl-Z'd
what would be nice is if you send an army of mixed combat units and cons then the cons will automatically repair the combat units if they get damaged while they're moving/fighting, that way you can include cons in an army and not have to worry about micromanaging them.
Re: Prevent construction units from being Ctrl-Z'd
Well for me that's part of the fun.
If you automate that your attention will shift from micromanaging your combat units to making sure your combat units have con escorts...and making sure that you have cons in your build queue all the time.
Micromanaging hordes of cons is not fun plus it messes up the idle con widget.
If you automate that your attention will shift from micromanaging your combat units to making sure your combat units have con escorts...and making sure that you have cons in your build queue all the time.
Micromanaging hordes of cons is not fun plus it messes up the idle con widget.
- thesleepless
- Posts: 417
- Joined: 24 Oct 2007, 04:49
Re: Prevent construction units from being Ctrl-Z'd
Well for me that's part of the fun.
err what?Micromanaging hordes of cons is not fun plus it messes up the idle con widget.
i think any capable unit should always automatically repair any damaged friendly units within range of it's nanospray if it's not already using it's nanospray just as a combat unit will attack an enemy unit within range of its weaponry. so if you send a bunch of tanks + a few cons towards an enemy base (using hold formation) they should all start moving together, any damaged units would get repaired by the cons as they're moving and thus much less to worry about, of course the enemy is going to try and target your cons first.
Re: Prevent construction units from being Ctrl-Z'd
I could add this to my CloseFight widget. But which units should the cons guard(Ones with most HP?) or do you mean they should switch from one unit to another?thesleepless wrote:what would be nice is if you send an army of mixed combat units and cons then the cons will automatically repair the combat units if they get damaged while they're moving/fighting, that way you can include cons in an army and not have to worry about micromanaging them.
- thesleepless
- Posts: 417
- Joined: 24 Oct 2007, 04:49
Re: Prevent construction units from being Ctrl-Z'd
they shouldn't guard any particular unit persay.. but stay with the group and repair any unit that becomes damaged, choosing which unit to repair i guess should be based on how close it is to death, or maybe it's value. so they'd repair commanders first, etc.I could add this to my CloseFight widget. But which units should the cons guard(Ones with most HP?) or do you mean they should switch from one unit to another?
Re: Prevent construction units from being Ctrl-Z'd
uufff well then that would make closefight quite different from what it is.
Firstly cons should follow the slowest unit independently whenever ctrl was used for the fight command in which case all units would go at the slowest units speed(OMGOMGOMG
AND I DIDN'T KNOW THAT WHEN I PLAYED
).
Secondly would there be an interval for changing repair targets or response to UnitDamaged? And how to get cons that have fully repaired a unit because there isn't a UnitRepaired Callin!
Most likely I would go for interval on the second. That would have less performance affected.
But now I have to make unit groups for the script!
Firstly cons should follow the slowest unit independently whenever ctrl was used for the fight command in which case all units would go at the slowest units speed(OMGOMGOMG




Secondly would there be an interval for changing repair targets or response to UnitDamaged? And how to get cons that have fully repaired a unit because there isn't a UnitRepaired Callin!
Most likely I would go for interval on the second. That would have less performance affected.
But now I have to make unit groups for the script!

Re: Prevent construction units from being Ctrl-Z'd
Pendro I think many will appreciate much more if you made a selection widget.
Its hard to believe spring mods don't use it SupCom vanilla had it and I'm sure others before it as well.
Its hard to believe spring mods don't use it SupCom vanilla had it and I'm sure others before it as well.
Re: Prevent construction units from being Ctrl-Z'd
Ain't gonna happen.Gota wrote:Pendro I think many will appreciate much more if you made a selection widget.
Its hard to believe spring mods don't use it SupCom vanilla had it and I'm sure others before it as well.

- Evil4Zerggin
- Posts: 557
- Joined: 16 May 2007, 06:34
Re: Prevent construction units from being Ctrl-Z'd
All we need is better/more visible selection key documentation/editor. No reason to make a widget when the engine can already do it.
Re: Prevent construction units from being Ctrl-Z'd
How can you do such a think with the selection key editor?
You cant tell it to only choose attacking units from a mix without having to press another button...but this behavior should be the norm in OTA based mods at least.
in most cases you'd need to only select attacking units if they are mixed with cons plus cons are always few so they are much easier to select individually.
Only selecting attacking units should be the default.
There are enough key combinations as it is.
You cant tell it to only choose attacking units from a mix without having to press another button...but this behavior should be the norm in OTA based mods at least.
in most cases you'd need to only select attacking units if they are mixed with cons plus cons are always few so they are much easier to select individually.
Only selecting attacking units should be the default.
There are enough key combinations as it is.
- clumsy_culhane
- Posts: 370
- Joined: 30 Jul 2007, 10:27
Re: Prevent construction units from being Ctrl-Z'd
Thanks heaps Google :). Gota, look up a bit for google's post.. it will tell you how.. -.-
Re: Prevent construction units from being Ctrl-Z'd
Thats cntrl z selection...
Re: Prevent construction units from being Ctrl-Z'd
This will do for now, but there are situations where I do want to ctrl-z all construction units - specifically, when I have only construction units selected.Google_Frog wrote:In selectkeys.txt replace the default Ctrl-Z with this: Control_Z AllMap+_InPrevSel_Not_Builder+_ClearSelection_SelectAll+
This setting prevents construction units from being ctrl-z'd at all.
- CarRepairer
- Cursed Zero-K Developer
- Posts: 3359
- Joined: 07 Nov 2007, 21:48
Re: Prevent construction units from being Ctrl-Z'd
So map one button for all units and one that filters cons. Use the selectioneditor exe in your spring folder, it's easy to use.hunterw wrote:This will do for now, but there are situations where I do want to ctrl-z all construction units - specifically, when I have only construction units selected.Google_Frog wrote:In selectkeys.txt replace the default Ctrl-Z with this: Control_Z AllMap+_InPrevSel_Not_Builder+_ClearSelection_SelectAll+
This setting prevents construction units from being ctrl-z'd at all.
This already happens. Give all your units a fight command. Combat units will fight on the way and cons will repair on the way.thesleepless wrote:what would be nice is if you send an army of mixed combat units and cons then the cons will automatically repair the combat units if they get damaged while they're moving/fighting, that way you can include cons in an army and not have to worry about micromanaging them.