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Hotkey to build technos/superweapon
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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Wed May 09, 2018 6:39 am    Post subject:  Hotkey to build technos/superweapon Reply with quote  Mark this post and the followings unread

Is it possible to add hotkeys to build techno types or use a superweapon?
i.e. press b to build barracks, press p to build power, press w to launch a lightning storm...
Skilled player uses hotkeys a lot to speedup their pace

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Wed May 09, 2018 6:57 am    Post subject: Reply with quote  Mark this post and the followings unread

Oh, you mean like how you got the Fxx hotkeys in C&C3, RA3 and, funnily enough, C&C404?

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Damfoos
Rocket Infantry


Joined: 27 Mar 2016

PostPosted: Wed May 09, 2018 7:32 am    Post subject: Reply with quote  Mark this post and the followings unread

Idk how you're going to use those for units. When there's many units available in the production que some hotkeys will always overlap. For supwerweapons, however, it would be extremely useful (especially for support SWs that buff units).

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Wed May 09, 2018 7:50 am    Post subject: Reply with quote  Mark this post and the followings unread

Damfoos wrote:
Idk how you're going to use those for units. When there's many units available in the production que some hotkeys will always overlap. For supwerweapons, however, it would be extremely useful (especially for support SWs that buff units).

Not that many under the same tab, and we already have hotkey to certain tab. We can have the same hotkey for technos under different tab, i.e. press q(select building tab) then p to build power plant, press e(select infantry tab) then p to train prism troopers

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Damfoos
Rocket Infantry


Joined: 27 Mar 2016

PostPosted: Wed May 09, 2018 8:11 am    Post subject: Reply with quote  Mark this post and the followings unread

But you're always going to have one of the tabs open, meaning usual hotkeys will be unavailable. That P hotkey is "select all combatants" for example. Unit\SW hotkeys should be only available with Ctrl/Shift/Alt then, to make both work.

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Wed May 09, 2018 8:41 am    Post subject: Reply with quote  Mark this post and the followings unread

I think it'd be wise to leave out Ctrl.
It's too close to the Lose key. And if you haven't gotten Alt-Tab to work right ('cause Lose10 sux), you'll have to restart the whole session.

Of course, we should have the option of manually enabling Ctrl-hotkeys, in case you did get it to work or are using WinXP.

One problem I see is that your hotkey proposition is that it's dependant on the Techno's name.
What to do if a patch changes just the name? Hotkey change too? Or is the modder required to keep the old hotkey (by manually forcing it in rules.ini)?
What to if two or more technos share the same start letter?

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One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done. #Tongue

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Wed May 09, 2018 7:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hotkeys can be changed in Keyboard Settings, and there is no relation to names, I just make up some examples

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Wed May 09, 2018 8:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

Would have to be a two hotkey combo IMO. As said, the sidebars always there and the unit control hotkeys are just always useful. TBH I think the most useful thing would be having like 4 "favourite" hotkey slots that you'd assign to your most commonly built units or something, but theres nothing like that in the engine as is.

A big part of your request, though, would be how would you implement it?

Do the technotypes get a Hotkey tag? But then how does it become alterable from Keyboard INI? Maybe like Hotkey=MyHotkey on the technotype which refers to MyHotkey= in the keyboard ini?

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mevitar
Missile Trooper


Joined: 31 Dec 2010

PostPosted: Wed May 09, 2018 11:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

The only hotkeys i would really want and are feasible to add are customizable attack-move and guard.

As for production options hotkeys, this engine doesn't really support such thing. At best it could allow something like "select most recently charged support power", but that's all. The game wasn't made with customizable production hotkeys in mind, so it's not feasible to add them (notice how games with hotkeys have units and abilities at fixed positions on the gui - Red Alert 2 does not).

Then there's also the problem that the production might be tied to the gui and specific tab being open, so hotkeys would not work properly with a wrong tab (changing this could require a rewrite of how the gui works, and i heard that messing with it is the very opposite of fun).

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