Advanced target priorities v1.1

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Advanced target priorities v1.1

Postby Strogo » 29 Dec 2018, 20:17

"Allow switching to different target priorities for units" - FAF patch 3702 (28 December, 2018)

Yes, this mod works only with 3702 or later (don't even try it in steam or with old versions ;))

v 1.0 29 Dec 2018
Spoiler: show
- 12 new presets
- hotkeys for them
- ability to make your own presets by editing mod files (UI for that is not ready yet, see instruction below)


v 1.1 26 Feb 2018 see post
Spoiler: show
- draggable window


Coming soon™
Spoiler: show
- good UI for making presets
- detachable and draggable window with buttons, so you can place it anywhere on screen v1.1
- window that shows unit categories, its weapons and default priorities
- customizable hotkeys
- good ideas and suggestions from this topic


How to use

Image Image

Image

Hotkeys

Image


How to make presets if you can't wait for new version with UI for that

Spoiler: show
1. Open "Mods\Advanced target priorities\hook\lua\ui\game\orders.lua

2. Find this table and edit it
Image

3. How to work with "categories." Hard to explain, I'll just leave some examples here:
{categories.TECH1 * categories.MOBILE * categories.LAND} - attack t1 mobile land units
{categories.TECH1 * categories.MOBILE * categories.LAND - categories.ARTILLERY} attack t1 mobile land units except arties
{categories.TECH1 * categories.BOMBER * categories.AIR + categories.TECH2 * categories.BOMBER * categories.AIR} attack t1 and t2 bombers
etc.

Feel free to ask here if you don't understand smth



#1 DOWNLOAD V1.1 FROM CLOUD

#2 DOWNLOAD V1.1 FROM GITHUB (extract "Advanced target priorities" folder, not "ATP-***" or better use first link)
Last edited by Strogo on 30 Apr 2019, 00:04, edited 7 times in total.
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Re: Advanced target priorities

Postby keyser » 29 Dec 2018, 20:19

images are broken; thx otherwise
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Re: Advanced target priorities

Postby Strogo » 29 Dec 2018, 20:43

Fixed, ty
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Re: Advanced target priorities

Postby R_Charger » 30 Dec 2018, 18:33

This is very cool. Thanks Strogo.
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Re: Advanced target priorities

Postby Mountain » 30 Dec 2018, 20:13

this + the newly integrated priority switcher is amazing, thank you Strogo
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Re: Advanced target priorities

Postby ZLO_RD » 30 Dec 2018, 20:22

amazing UI mod hype.png
amazing UI mod hype.png (10.94 KiB) Viewed 7447 times
http://www.youtube.com/user/dimatularus
http://www.twitch.tv/zlo_rd
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Re: Advanced target priorities

Postby Strogo » 30 Dec 2018, 20:32

:D Yeah... well I never use agressive marketing, rely more on word of mouth (idk if it's correct translation of "Сарафанное радио" :))

At least you have advantage over all these scrubs that don't have this epic mode! =)
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Re: Advanced target priorities

Postby R_Charger » 02 Jan 2019, 13:59

Hi Strogo,
When editing code do we also need to edit the exclusive line (lines 29 and 30). Also what about the textures?
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Re: Advanced target priorities

Postby Strogo » 02 Jan 2019, 18:18

Exclusive is "false" by default, even if the value is not in the table. Speaking about "t1Arty" from instruction, you don't need to add t1Arty = false unless you want t1Arty = true.

Now, what does exclusive mean and when to use it with "true".

By default (exclusive = false), mod takes your preset and puts categories from it on the top of default priority table, which every unit has in its blueprint. Aurora blueprint as example:

Image



As for textures, you can add some in Mods\Advanced target priorities\textures. Name it same as your preset and then add t1Arty = textures..'t1Arty.dds', in prioStateTextures table.
Without texture, preset name will be displayed using Arial font (size 10). You can edit this too (line 114):

Image


I will add this info + list of all possible categories in first post later.
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Re: Advanced target priorities

Postby R_Charger » 02 Jan 2019, 23:00

Hi Strogo,
Thanks for the explanation. I noticed that the misckeyactions.lua file also contains priorityTables and the exclusive line. Do these need to be edited as well?
I managed the keyactions myself.
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