This mod automatically filters out units that are assisting, whereas UI Party filters out units that you explicitly tell it to by hitting a key.
The reason being the old mod was quite annoying sometimes and in every case where I wanted something to stay put I was consciously thinking that and it would be easy to hit a key to just lock it.
Original Post:
This mod prevents assisting units from being selected. So...
- Assign one flak each to your expansions and acu and have them guarded for the rest of the game
Attach scouts to your tanks nicely
Basically anything you can already do, all this does is stops you from accidently overriding your own orders
However there are some things you wouldn't expect straight away.
Land facs - For example in a normal game I have two land factories ... my engie one and my 'mother' one that makes units. The subsequent factories assist the mother. Interestingly a side effect of the mod is if you double click on a land factory, only the engie and mother factory are selected because the rest are assisting. This lets you focus on the factories in the game that count.
Air units - another common scenario is I send a jester out and assist it with my air units. Then some new air units get built and I see a bomber. I use my hotkey to select all inties and attack it. Before this mod all inties would be selected but with the mod enabled, only the non-assisting inties get selected so my jester is still protected. This could be a good or bad thing but it's definitely something to be aware of.
Engineers - often I have one ''boss" engie with a few assistants. It can often be annoying trying to find the boss. Just double click any engie and only the non-assisters will be selected.
So all in all I think this mod helps you by a) preventing you from overriding your own orders and b) highlighting the units that count
How it works - It doesn't matter how you select the unit, if you drag a box over them or use a shortcut key (for example select all land units) ... if the unit is assisting anything then it will be 'locked' and removed from the selection.
One unit rule - If there is only one unit in the selection then it wont be locked. So if you click directly on an assisting unit it will still work, if you use the 'select nearest engineer' hotkey, that will still work even if the engie is assisting.
Hotkey - There is hotkey to turn this feature on and off under the "Mods" category. Which is handy because sometimes you want to just select everything in a panic. The hotkey is unbound so I recommend fixing that straight away. I use capslock.
Configuration - You can change the mod to a) be disabled by default, b) only apply to certain units, c) disable the one unit rule - described above. To do any of this edit the modules\SelectionLock.lua file. If you need help with that let me know. For example you could limit the locking behavior to stealth units, scouts, shield, flak.
Thanks - Sir Prize, yorick's, Resin, CodingSquirrel, Crotalus
It's in the vault.
v2.0 - Fix hotkey bug
v3.0 - Implemented some of CodingSquirrels ideas
v4.0 - Engineers are never locked, because it was too annoying
Holding shift will bypass the mod and select everything as normal. So shift-drag will select everything including assisters.
Using the select-all-inties shortcut will select non-assister inties. If you hold shift it will select those inties too.
Double clicking an assister will select all units of same type that are assisting same thing.
So if you doubleclick one engie who is assisting air fac, all engies (of same faction and tech level) that are assisting that air factory will be selected. Other engies will not be.
If you double click an engie that isn't assisting anything, all engies will be selected, excluding assisters.
If you have different land facs assisting each other, doubleclicking one slave will select all slaves to that master. (But not other masters or slaves to other masters)