YAKUZA_24 4 Posted March 1 Report Share Posted March 1 16 hours ago, nani said: Download the new one (the one that is comaptible with a24 ) that shows in the first page Thanks a lot! I did the mistake and downloaded from mod.io... By the way: very good job with the mod and keeping up with the updates! Quote Link to post Share on other sites
seeh 34 Posted March 1 Report Share Posted March 1 (edited) Test with all hotkeys finished for a minute: Results: 98% shorcuts work like expected :-) ( https://youtu.be/UsEluryKil0 that really works great I don't really need many shortcuts either . not yet but some does nothing at my (k)Ubuntu : - [x] Wall shorctus - [ ] does nothing: - [ ] E + Space - [ ] W + Space - [ ] E + Ctrl - [ ] W + Ctrl - [ ] D + Space - [ ] Select Farmsted - [ ] ctrl shift F - [ ] ctrl F - [ ] space ä <== whats syntagma? - [ ] space 9 <== format wedge recomandet deactivate in camera settings: q w ... and more # conflicts: Space T pressed and released space first: opens - [ ] friends/alians Chat and - [ ] builds Temple Space T pressed slowly - works a expected: - [ ] builds Temple Edited March 1 by seeh 1 Quote Link to post Share on other sites
Angen 492 Posted March 1 Report Share Posted March 1 4 minutes ago, seeh said: space ä <== whats syntagma? depending on your keyboard layout and picked keyboard language on system, it could be something left from the enter, try to change picked keyboard language to English and then start the game 1 Quote Link to post Share on other sites
seeh 34 Posted March 1 Report Share Posted March 1 52 minutes ago, Angen said: depending on your keyboard layout and picked keyboard language on system, it could be something left from the enter, try to change picked keyboard language to English and then start the game Thanks. Maybe i / you misunderstanding: i searched for and got this:Syntagma definition: a syntactic unit or a word or phrase forming a syntactic unit | Meaning, pronunciation, translations and examples. i dont undestand the effect. Quote Link to post Share on other sites
Stan` 7.154 Posted March 1 Report Share Posted March 1 Sytagma is this https://en.wikipedia.org/wiki/Macedonian_phalanx Quote Link to post Share on other sites
Angen 492 Posted March 1 Report Share Posted March 1 ah right sorry I though you were asking about the key, syntagma is formation which pike units of certain civ can form 1 Quote Link to post Share on other sites
seeh 34 Posted March 1 Report Share Posted March 1 (edited) both. now inderstand what it is. and i need use a diferent key for it i think. has not effect . i try. space ä for syntagma like usabel with pike units ==> has no effect i changed it to: space ?/ß for syntagma like usabel with pike units ==> has no effect i changed it to: space ^ for syntagma like usabel with pike units ==> has no effect hmm. works for you? Edited March 1 by seeh Quote Link to post Share on other sites
nani 600 Posted March 1 Author Report Share Posted March 1 Some formations only work for certain units and some formations only work if you select more than X number of units. 2 Quote Link to post Share on other sites
badosu 471 Posted March 1 Report Share Posted March 1 On 28/02/2021 at 5:12 PM, nani said: Download the new one (the one that is comaptible with a24 ) that shows in the first page OP Quote Link to post Share on other sites
badosu 471 Posted March 1 Report Share Posted March 1 9 hours ago, faction02 said: A "select all dogs" hotkey could be a nice update for a24. Thanks for the great work! It's already possible, look for selectors by class feature of autociv buried somewhere in this thread, dogs have the class 'Dog'. 1 Quote Link to post Share on other sites
faction02 113 Posted March 1 Report Share Posted March 1 1 hour ago, badosu said: It's already possible, look for selectors by class feature of autociv buried somewhere in this thread, dogs have the class 'Dog'. Currently they are grouped with other units. Possibly a hotkey for Cavalry+Dog might be even better, that would be the closest thing to a "select all army, but don't touch my soldiers on eco" hotkey On 26/09/2019 at 1:13 PM, nani said: version 0.11.3 Added: Units selection hotkeys. Select units or buildings based on their class type. You can combine classes with a boolean expression to specify what exactly you want. Current list: you can add more entries or set as unused the current ones to disable them. hotkey.autociv.session.entity.by.class.select.(Soldier|Siege|Dog)&!Ship = "Alt+S" // Selects all attack units except ships hotkey.autociv.session.entity.by.class.select.Cavalry = "Alt+E" // Selects only cavalry hotkey.autociv.session.entity.by.class.select.Infantry = "unused" hotkey.autociv.session.entity.by.class.select.Ranged = "unused" hotkey.autociv.session.entity.by.class.select.Siege = "unused" hotkey.autociv.session.entity.by.class.select.Support&Worker|(Support&Elephant) = "Alt+A" // Selects womans and elephant workers. Quote Link to post Share on other sites
badosu 471 Posted March 1 Report Share Posted March 1 (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 by badosu 1 Quote Link to post Share on other sites
nani 600 Posted March 1 Author Report Share Posted March 1 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 post Share on other sites
badosu 471 Posted March 1 Report Share Posted March 1 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 post Share on other sites
faction02 113 Posted March 1 Report Share Posted March 1 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 post Share on other sites
badosu 471 Posted March 1 Report Share Posted March 1 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 post Share on other sites
seeh 34 Posted March 3 Report Share Posted March 3 (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 by seeh 1 Quote Link to post Share on other sites
seeh 34 Posted March 4 Report Share Posted March 4 Coral selection (Ctrl+K) probably not implemented yet? (i really not often use it) Quote Link to post Share on other sites
chrstgtr 84 Posted March 5 Report Share Posted March 5 When I try to use the mute function it gives me errors. 1 Quote Link to post Share on other sites
nani 600 Posted March 5 Author Report Share Posted March 5 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 post Share on other sites
4th_Rome 4 Posted March 6 Report Share Posted March 6 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 post Share on other sites
nani 600 Posted March 6 Author Report Share Posted March 6 (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 by nani 1 Quote Link to post Share on other sites
seeh 34 Posted March 7 Report Share Posted March 7 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 post Share on other sites
nani 600 Posted March 7 Author Report Share Posted March 7 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 post Share on other sites
badosu 471 Posted March 7 Report Share Posted March 7 @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 post Share on other sites
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