Forged Alliance Forever Forged Alliance Forever Forums 2019-07-14T13:44:22+02:00 /feed.php?f=42&t=16440 2019-07-14T13:44:22+02:00 2019-07-14T13:44:22+02:00 /viewtopic.php?t=16440&p=176309#p176309 <![CDATA[Re: Load time bar]]> https://github.com/FAForever/fa/issues/2527

Statistics: Posted by speed2 — 14 Jul 2019, 13:44


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2018-11-23T22:39:57+02:00 2018-11-23T22:39:57+02:00 /viewtopic.php?t=16440&p=169808#p169808 <![CDATA[Re: Load time bar]]>
If it already exist you may spank me and then tell me where to do it

Statistics: Posted by Farmsletje — 23 Nov 2018, 22:39


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2018-11-06T17:25:20+02:00 2018-11-06T17:25:20+02:00 /viewtopic.php?t=16440&p=169324#p169324 <![CDATA[Re: Load time bar]]> Statistics: Posted by Farmsletje — 06 Nov 2018, 17:25


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2018-11-05T17:57:39+02:00 2018-11-05T17:57:39+02:00 /viewtopic.php?t=16440&p=169295#p169295 <![CDATA[Re: Load time bar]]>
Farmsletje wrote:
I ran out of room on my keyboard for new hotkeys a long time ago, but i still have tons of unlinked unit actions. It would be great if they could be linked to the same hotkey instead of having a seperate one for all of them.

It's already implemented for a few things:
Image.
When selecting a different structure or unit the same key binding will perform a different action, but atm it's impossible to do this except for the prebuilt options.

So having the option to add these yourself would be great.


You can modify the prebuilt actions really easily yourself by modifying unitkeygroups.lua in keymap. Here's my mod for it, you can use that as a base if you don't know how to get started. The groups in the first 229 lines define what happens with each hotkey. Just be mindful of crossovers.

As for making true multifunction hotkeys, haven't actually tried that(so D would call dive for a sub and drop for a transport.) Seems like something that should be doable with an UI mod. Annihiline or softly probably knows.

Statistics: Posted by JoonasTo — 05 Nov 2018, 17:57


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2018-11-05T17:04:38+02:00 2018-11-05T17:04:38+02:00 /viewtopic.php?t=16440&p=169289#p169289 <![CDATA[Re: Load time bar]]>
It's already implemented for a few things:
Image.
When selecting a different structure or unit the same key binding will perform a different action, but atm it's impossible to do this except for the prebuilt options.

So having the option to add these yourself would be great.

Statistics: Posted by Farmsletje — 05 Nov 2018, 17:04


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2018-10-29T01:29:19+02:00 2018-10-29T01:29:19+02:00 /viewtopic.php?t=16440&p=168919#p168919 <![CDATA[Re: Load time bar]]> Statistics: Posted by Farmsletje — 29 Oct 2018, 01:29


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2018-08-10T09:26:13+02:00 2018-08-10T09:26:13+02:00 /viewtopic.php?t=16440&p=166709#p166709 <![CDATA[Re: Load time bar]]> Statistics: Posted by nine2 — 10 Aug 2018, 09:26


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2018-08-10T07:24:49+02:00 2018-08-10T07:24:49+02:00 /viewtopic.php?t=16440&p=166707#p166707 <![CDATA[Re: Load time bar]]> Statistics: Posted by speed2 — 10 Aug 2018, 07:24


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2018-08-10T00:59:22+02:00 2018-08-10T00:59:22+02:00 /viewtopic.php?t=16440&p=166704#p166704 <![CDATA[Re: Load time bar]]>
So i'd like to have an option to stop this from happening.

Statistics: Posted by Farmsletje — 10 Aug 2018, 00:59


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2018-07-22T22:01:27+02:00 2018-07-22T22:01:27+02:00 /viewtopic.php?t=16440&p=166074#p166074 <![CDATA[Re: Load time bar]]>
So what i'd like to see is an option to disable this "patrol initiated" from happening.

Statistics: Posted by Farmsletje — 22 Jul 2018, 22:01


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2018-07-17T16:41:54+02:00 2018-07-17T16:41:54+02:00 /viewtopic.php?t=16440&p=165915#p165915 <![CDATA[Load time bar]]>
Because a lot of units are very stupid and won't attack the target you want them to you can use this to micro units without having them waste 1600 damage shots on t1 engies.

It would be very nice if there was an ingame option to choose which units would have those bars because it will be very helpfull to have that for a lot of units (t1 bomber, t2 bomber, strat, percy, sniper boats, neptune, aeon destro, non uef battleships, etc).

Edit:

Might as well add some more things i'd like to see added.

- In the interface options there's an option called "Force Render Enemy Lifebars" which can only be turned on or off. The main reason for this function is so that you can specifically target weaker damaged units but that's why in other strategy games there is usually an option like "show damaged units only". To make it even better (but more work kappa) a slider could be added (1 to 100) to set the % amount of hp left on units before you want to let the lifebar be visible.

Statistics: Posted by Farmsletje — 17 Jul 2018, 16:41


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