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Creating and attaching hotkeys to newly modded units.
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NightFalcon101
Civilian


Also Known As: Falcon
Joined: 30 May 2024

PostPosted: Tue Jul 23, 2024 6:12 am    Post subject:  Creating and attaching hotkeys to newly modded units. Reply with quote  Mark this post and the followings unread

I was searching the XML files to attach hotkeys to the new units I added in my MOD, but can't connect the dots per se, and could use some help. Attached are the files I'm using. I'm not even sure if they are named right, but it seems like a good starting point. I did find another post that showed that they added modded hotkeys but didn't show how to attach them to units. The 3 files are located in:

C:\Users\"USERNAME"\Documents\CnCRemastered\Mods\Red_Alert\MOD TEST\DATA\XML


Any help would be much appreciated, tks.



HotKey XML Files.zip
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NightFalcon101
Civilian


Also Known As: Falcon
Joined: 30 May 2024

PostPosted: Sun Aug 11, 2024 9:55 am    Post subject: Reply with quote  Mark this post and the followings unread

ok so after playing with the MOD commands there are a few things that worked but not necessarily in the direction I'd hope. In the picture is the layout I used for RA1 (right). It builds the infantry and unit with a simultanious text saying so. The units DO get built and the funds reduced, but the dont  show their progress in the sidebar, or the assigned key when scrolling over the cameo, and their are limited MOD keys displayed in the bindings menu.

For TD (left) the only thing that works is the text command. It does not build either unit nor reduce the funds.

So unless their is a way to display more MOD commands in the bindings menu, I'm not sure if that would be viable due to the limitation of 4 even though I programmed 0-9 in the source code and updated the InputTranslatorConfigurations.xml file.

I'll keep pushing ahead and post any progress here, but any assisnance would be greatly appreciated, tks commanders! And if I find the solution I will create a guide and put the link in this chat forum.



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NightFalcon101
Civilian


Also Known As: Falcon
Joined: 30 May 2024

PostPosted: Sat Aug 31, 2024 5:59 am    Post subject: Reply with quote  Mark this post and the followings unread

This is not what I was looking for, but an unexpected find to share with others non the less. These MOD key variable spawns single units, but doesn't assign them the hot keys I'm trying do. So back to the drawing board for designating "hot keys".



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