Jump to content

nani

Community Members
  • Posts

    737
  • Joined

  • Last visited

  • Days Won

    6

Everything posted by nani

  1. @ffffffff is this your alt account or a fan? xd. Looks like a useful mod @rossenburg props
  2. Tell what mods you have: post a screen of your mods page. Explain how to reproduce the error, does it always happen, when, etc... anything unusual?
  3. Elon Musk has rescinded the offer to buy 0 A.D.
  4. Can't/wont, that would modify existing xml files that could break compatibility with other mods. Sorry
  5. Easiest way to find out is to test the change :=) Also where is entity_id_t stored in the second case?
  6. Great to see other people that appreciate hotkeys , but in case you didn't know autociv mod already had that feature added long ago (see https://github.com/nanihadesuka/autociv/blob/81601be697900917768089a77273b9be330c58b6/autociv_data/default_config.json#L182) Anyway, is good to have two options. I see you used the proper functions and sane code style to do it so it might have high chances to get merged to the main game if you try it to make a patch (see https://code.wildfiregames.com/)
  7. Don't be one of those who says fixed without explaining the solution
  8. Upload your mod here as a zip, then will be easier to know what's wrong.
  9. New update 25.3.0 Added new hotkey filters to select only units on the screen or outside by.screen.yes by.screen.no
  10. So first, you go to the user.cfg file, look at https://trac.wildfiregames.com/wiki/GameDataPaths to find it. Open the file, you will see all the settings and the hotkeys. To make a new autociv hotkey you make a new line and write: hotkey.autociv.session.entity.by.class.select.[here goes your awesome filter expression] Basically what is does is select all the untis that that filter will return true for, the filters will be done with the existing classes the game has. A unit can can have multiple classes like Hero, Cavalry, Soldier, Ship, etc you get the idea. You combine these classes in the filter expression to select what you want. If you want to select only Cavalry then it will be "Cavalry" if you want only Ships or Trades then "Ships|Trades". So for you case it would be: (Ranged, infranty but no javs) -> ((Ranged or Infantry) and (no Javs) ) -> ((Ranged|Infantry)&(!Javs)) -> Now you pass it to valid names the game has Ranged:ok, Infantry:ok, Javs is called Javalineer: hotkey.autociv.session.entity.by.class.select.(Ranged|Infantry)&(!Javalineer) = "hotkey goes here" put this and there you have it! So for the oposite? Just write: Javalineer hotkey.autociv.session.entity.by.class.select.Javalineer = "Hotkey goes here" You can look at the other hotkeys that go by "by.class.select" for more filters. ------ Added one new filter just now so you can filter by screen visibility. Just add to the gotkey line "by.screen.yes " to only select unit visible in the screen Download the last version to get it working So now you have the hotkey you wanted: hotkey.autociv.session.entity.by.screen.yes.by.class.select.(Ranged|Infantry)&(!Javalineer) = "hotkey goes here" hotkey.autociv.session.entity.by.screen.yes.by.class.select.Javalineer = "Hotkey goes here"
  11. Checked, no not related to autociv. This case seems like someone had a special (not defined) color, do you have a mod that changes players colors by any chance?
  12. We should make a ticket for this letter overflow bug
  13. That's the solution I also use :d
  14. That map panning movement from the edges is done from c++ (before other events irrc) so is probably hard to disable.
  15. svn add file_name https://stackoverflow.com/questions/4248768/including-new-files-in-svn-diff
  16. Don't forget @Aqua
  17. nowoundedonly is not a valid by.class.select class. Use this hotkey.autociv.session.entity.by.health.nowounded.by.class.select.(Soldier|Seige|Dog)&!Ship
  18. Adding a corral is just like adding any other entity, trees are entities, buildings are entities, animals are entities. So in your case, you need to add the entity corrals where you want in the map. If you want the corrals to be placed more o less randomly, see how the other maps (e.g. mainland.js) place gaia animals like sheep and deer and do the same but with the corrals.
  19. Read for a general overview at https://trac.wildfiregames.com/wiki/Modding_Guide and for the GUI modding look at https://trac.wildfiregames.com/wiki/ModdingGuiAndSimulation. You can also look at the code of some of the GUI mods listed here https://github.com/0ad-matters
  20. For boonGUI, it should be the same procedure. If that doesn't work, it would be better for you to ask the boonGUI's creator. @Langbart
×
×
  • Create New...