Jump to content

nani

Community Members
  • Posts

    784
  • Joined

  • Last visited

  • Days Won

    6

Everything posted by nani

  1. Don't be one of those who says fixed without explaining the solution
  2. Upload your mod here as a zip, then will be easier to know what's wrong.
  3. New update 25.3.0 Added new hotkey filters to select only units on the screen or outside by.screen.yes by.screen.no
  4. 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"
  5. 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?
  6. We should make a ticket for this letter overflow bug
  7. That map panning movement from the edges is done from c++ (before other events irrc) so is probably hard to disable.
  8. svn add file_name https://stackoverflow.com/questions/4248768/including-new-files-in-svn-diff
  9. 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
  10. 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.
  11. 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
  12. 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
  13. When does it happen? Some context please. Looking at the stacktrace (this error you posted) autociv is probably not the culprit.
  14. Autociv will only change autociv and only autociv hotkeys. The message you describe happens because autociv detected you are lacking some autociv hotkeys. From what I know there is a "bug" in the hotkeys editor that deletes any non "vanilla" 0ad hotkeys from the settings if you click "Save" or "Reset" and that might why autociv tells you the hotkeys are missing.
  15. https://code.wildfiregames.com/D2667 With this you can try up to 30 players (or AI). You will need to rebase any changes and compile it, and only works from command line but works. Also had alternative implementation that allowed arbitrary sizes (> 100) but is not published.
  16. Not really, it just doesn't mesh well. The alert system is based on having a building from where to trigger the alert, then the units AI inside the building radius will find a place to garrison, the problem is knowing what building to automatically select in the case this hotkey were to be triggered and also to take care of any edge cases (no building found in visible camera view, multiple options, etc).
  17. Move "autociv" folder to the folder "mods" not "mod". Then open 0ad and in the main menu select "Settings" -> "Mod Selection", a new page will appear. In the page search in the upper list the mod "autociv", select it, then click the "Enable" button on the bottom, this should move the mod to the list bellow. Then click on the "Save Configuration" then on the "Save and Restart" button. Now you have autociv installed and working.
×
×
  • Create New...