badosu Posted March 1, 2021 Report Share Posted March 1, 2021 (edited) 35 minutes ago, faction02 said: Currently they are grouped with other units. Not really, anything you insert there will work, if you want Cavalry+Dog just type `Cavalry&Dog` or `Cavalry|Dog` (one of the two I think the last) after `select.` Edited March 1, 2021 by badosu 1 Quote Link to comment Share on other sites More sharing options...
nani Posted March 1, 2021 Author Report Share Posted March 1, 2021 They are boolean expressions that every unit must pass (result in true) to be selected when the hotkey is pressed | means OR & means AND ! means NEGATE value ! has precedence over & and & has precedence over | You can use parenthesis Example: imagine you want a hotkey to select only the cavalry units and your dogs units, then hotkey.autociv.session.entity.by.class.select.Cavalry|Dog = "your preferred key" Example: imagine you want a hotkey to select only units that are cavalry and dog at the same time, then hotkey.autociv.session.entity.by.class.select.Cavalry&Dog = "your preferred key" Example: imagine you want a hotkey to select all units except cavalry units and dogs units, then hotkey.autociv.session.entity.by.class.select.!(Cavalry|Dog) = "your preferred key" 1 2 Quote Link to comment Share on other sites More sharing options...
badosu Posted March 1, 2021 Report Share Posted March 1, 2021 You can even filter by ones in the screen or not and also (perhaps nani can corrrect me if im wrong) if they're damaged or healthy. Nani did a really great job there, shame its not too visible. Its basically a turing machine inside 0ad xD Quote Link to comment Share on other sites More sharing options...
faction02 Posted March 1, 2021 Report Share Posted March 1, 2021 18 minutes ago, nani said: They are boolean expressions that every unit must pass (result in true) to be selected when the hotkey is pressed | means OR & means AND ! means NEGATE value ! has precedence over & and & has precedence over | You can use parenthesis Example: imagine you want a hotkey to select only the cavalry units and your dogs units, then hotkey.autociv.session.entity.by.class.select.Cavalry|Dog = "your preferred key" Example: imagine you want a hotkey to select only units that are cavalry and dog at the same time, then hotkey.autociv.session.entity.by.class.select.Cavalry&Dog = "your preferred key" Example: imagine you want a hotkey to select all units except cavalry units and dogs units, then hotkey.autociv.session.entity.by.class.select.!(Cavalry|Dog) = "your preferred key" I didn't think I could customize it so easily. It works, thanks. If I wanted to customize further my hotkeys, is there a file where I could find all possible class ? For example, I don't see mercenary or champions in the current list. AutOPciv !!! Quote Link to comment Share on other sites More sharing options...
badosu Posted March 1, 2021 Report Share Posted March 1, 2021 Look for the unit that has `VisibleClasses` you want: https://github.com/0ad/0ad/tree/master/binaries/data/mods/public/simulation/templates 0ad also shows the classes of the unit if you open the detailed stats modal (right click somewhere xD) 3 Quote Link to comment Share on other sites More sharing options...
seeh Posted March 3, 2021 Report Share Posted March 3, 2021 (edited) hope linux/ubuntu users (with fresh ubuntu) love this: 0 A.D. Ubuntu install with autoCiv and config 0AD Alpha v 0.24 https://www.youtube.com/watch?v=q4BqJab8jd4 Edited March 3, 2021 by seeh 1 Quote Link to comment Share on other sites More sharing options...
seeh Posted March 4, 2021 Report Share Posted March 4, 2021 Coral selection (Ctrl+K) probably not implemented yet? (i really not often use it) Quote Link to comment Share on other sites More sharing options...
chrstgtr Posted March 5, 2021 Report Share Posted March 5, 2021 When I try to use the mute function it gives me errors. 1 Quote Link to comment Share on other sites More sharing options...
nani Posted March 5, 2021 Author Report Share Posted March 5, 2021 37 minutes ago, chrstgtr said: When I try to use the mute function it gives me errors. On 19/07/2018 at 2:37 AM, nani said: Features with *** at the end means that exist (pre alpha 24) but not still compatible with alpha 24 1 Quote Link to comment Share on other sites More sharing options...
4th_Rome Posted March 6, 2021 Report Share Posted March 6, 2021 I don't know wether I am possibly making something wrong, but when I remove default hotkeys from autociv after restart they are there again like nothing happened ^^ I solved the problem by disabling autociv. Now the removal of default hotkeys is permanently ^^ BIG thanks @nani 1 Quote Link to comment Share on other sites More sharing options...
nani Posted March 6, 2021 Author Report Share Posted March 6, 2021 (edited) 18 minutes ago, 4th_Rome said: I don't know wether I am possibly making something wrong, but when I remove default hotkeys from autociv after restart they are there again like nothing happened ^^ I solved the problem by disabling autociv. Now the removal of default hotkeys is permanently ^^ BIG thanks @nani Just so you know I JUST noticed this problem myself hours before and fixed it, will update some time later this week. Technical reason: when you save in hotkey editor it removes unused hotkeys from user.cfg but then at restart autociv checks for missing hotkeys then adds them with a messsage. Ideally the hotkey editor should just leave mod hotkeys in user.cfg but as empty string (as in alpha 23) seee: https://trac.wildfiregames.com/ticket/6093 Edited March 6, 2021 by nani 1 Quote Link to comment Share on other sites More sharing options...
seeh Posted March 7, 2021 Report Share Posted March 7, 2021 I have an idea. As AutoCiv lower i now nearly all AutoCiv hotkeys. If i hit several times a build hotkey often the building into turning. not bad. My Idea. Some buildings have the same initial letter. How about if pressing it several times would switch through the same building? (Farmstead, Field, Fortress), Then it would be enough if you only know the first letter to create a building. 1 Quote Link to comment Share on other sites More sharing options...
nani Posted March 7, 2021 Author Report Share Posted March 7, 2021 1 hour ago, seeh said: I have an idea. As AutoCiv lower i now nearly all AutoCiv hotkeys. If i hit several times a build hotkey often the building into turning. not bad. My Idea. Some buildings have the same initial letter. How about if pressing it several times would switch through the same building? (Farmstead, Field, Fortress), Then it would be enough if you only know the first letter to create a building. Yeah, the problem is to how best define the order and make it customizable. I'm thinking about giving the option to define the same hotkey as config option and then let the user write what other buildings wants to cycle between and the order. Probably not too difficult but don't want to hardcore things if possible 1 Quote Link to comment Share on other sites More sharing options...
badosu Posted March 7, 2021 Report Share Posted March 7, 2021 @nani Would you mind sharing the diff for a24 or the repository if you use a VCS? I'm having a little trouble adapting the mod checker for a24 (sendRegisterGameStanzaImmediate) 1 Quote Link to comment Share on other sites More sharing options...
nani Posted March 7, 2021 Author Report Share Posted March 7, 2021 Look at the first function in gui/gamesetup/SenRegisterSatnza~autociv.js You only need that. Quote Link to comment Share on other sites More sharing options...
seeh Posted March 11, 2021 Report Share Posted March 11, 2021 is autoTrain implemented in autoCiv ? i see shorcuts called autoTrain but i never understud if this is working and what autoTrain is doing. plseas explain Quote Link to comment Share on other sites More sharing options...
nani Posted March 11, 2021 Author Report Share Posted March 11, 2021 15 minutes ago, seeh said: is autoTrain implemented in autoCiv ? i see shorcuts called autoTrain but i never understud if this is working and what autoTrain is doing. plseas explain On 16/07/2019 at 3:48 AM, nani said: Autotrain option. Press Alt+Q hotkey to enable on the selected buildings and Alt+W to disable. **Doesn't have any indicator so you will have to know which has is active and which does not. **Bug: auto-train won't work if the game has a pop-up window active (e.g. lobby). Not fixable for now. Quote Link to comment Share on other sites More sharing options...
seeh Posted March 11, 2021 Report Share Posted March 11, 2021 (edited) 9 minutes ago, nani said: 9 minutes ago, nani said: Press Alt+Q hotkey to enable on the selected buildings i select a brack / CC / market / storehouse /farmestead press Alt+Q waiting nothing happens i use ubuntu. Edited March 11, 2021 by seeh Quote Link to comment Share on other sites More sharing options...
nani Posted March 11, 2021 Author Report Share Posted March 11, 2021 The building doesn't know what you want to train, you must first train some units and then if autotrain is enabled for that building it will autotrain them again. (saying it will start to trains the same units again) 2 Quote Link to comment Share on other sites More sharing options...
seeh Posted March 11, 2021 Report Share Posted March 11, 2021 (edited) 4 hours ago, nani said: must first train some units press Alt+Q ( before or while a training ) is in process ( not after training ) it works. training could always reconfigured then as you usual do it. I think that's logical good work super shortcut. of course if you don't have resources it can not build. but its not start if you have resources again!! (it not remembers!). its not deactivated. it always just repeats the production stack (as it is). if production stack is broken by to less resources you need reconfigure (all) the stack of maybe each building (that's maybe a chance for feature update i think in alpha99 ) Edited March 11, 2021 by seeh 1 Quote Link to comment Share on other sites More sharing options...
cowehe8775 Posted March 15, 2021 Report Share Posted March 15, 2021 I could not find a place to download the updated autociv. Is it on GitHub or something? Quote Link to comment Share on other sites More sharing options...
Langbart Posted March 15, 2021 Report Share Posted March 15, 2021 Just now, cowehe8775 said: I could not find a place to download the updated autociv. Is it on GitHub or something? 1st page - autociv_1.0.0.pyromod 1 1 Quote Link to comment Share on other sites More sharing options...
seeh Posted March 15, 2021 Report Share Posted March 15, 2021 i happy to read sometimes: "new hotkey added" how i easy could find out what the new hotkeys are? how i easy could find out what the new hotkeys are? can I also configure them in a file. config file? simply for a backap. or so. Quote Link to comment Share on other sites More sharing options...
LetswaveaBook Posted March 15, 2021 Report Share Posted March 15, 2021 I installed Autociv, but after that i joined the lobby and saw that the mod blocked me from all the games in the lobby since I was using a mod. Is this meant to be? Quote Link to comment Share on other sites More sharing options...
Langbart Posted March 15, 2021 Report Share Posted March 15, 2021 6 minutes ago, LetswaveaBook said: I installed Autociv, but after that i joined the lobby and saw that the mod blocked me from all the games in the lobby since I was using a mod. Is this meant to be? Are you running the latest game version A24? Have you downloaded the latest AutoCiv mod from here "autociv_1.0.0.pyromod"? Do you have other mods enabled? 2 Quote Link to comment Share on other sites More sharing options...
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