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A targeted command that is issued without holding Shift or Space cancels the entire command queue, replacing it with the newly issued command. An instant command that is issued without holding Shift or Space immediately executes the command without affecting the rest of the queue. Nobody knows what happens if an instant command is issued with Space held.
 
A targeted command that is issued without holding Shift or Space cancels the entire command queue, replacing it with the newly issued command. An instant command that is issued without holding Shift or Space immediately executes the command without affecting the rest of the queue. Nobody knows what happens if an instant command is issued with Space held.
  
== Factory Production Commands ==
 
Factories can make use of unit commands to make produced units take specific actions when leaving the factory.  For example, units can be set to move to a point or patrol as soon as they are produced.
 
  
Unit commands given to factories can also be queued and modified, as above.
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== Modifiers ==
  
== Most Common Commands and Modifiers ==
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Commands can have their behaviour modified using ALT and CTRL, and can be combined with SHIFT and SPACE to queue commands. Some commands also change their behaviour when targeted on a unit or the ground. See [Modifier Reference|the reference page] for a quick list of common modifier behaviour. See each commands page for details.
Commands can have their behaviour modified using ALT and CTRL, and can be combined with SHIFT and SPACE to queue commands. Some commands also change their behaviour when targeted on a unit or the ground. See each command's page for details.
 
  
 
{|
 
{|
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!style="width: 20%"|+CTRL+ALT
 
!style="width: 20%"|+CTRL+ALT
 
|-
 
|-
|[[Move_Command|Move]](M)<br/><img src="http://zero-k.info/mediawiki/images/d/de/Move.png" width="32" height="32"/>
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|Move(M)<br/><img src=""/>
 
|Move units to a point.
 
|Move units to a point.
 
|Move units into a line.
 
|Move units into a line.
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|When dragging, move along a line in formation.
 
|When dragging, move along a line in formation.
 
|-
 
|-
|[[Attack_Move_Command|Attack move]](A)<br/><img src="http://zero-k.info/mediawiki/images/f/f8/Fight.png" width="32" height="32"/>
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|Attack move(A)<br/><img src=""/>
 
|Move to a point, using unit AI while moving.
 
|Move to a point, using unit AI while moving.
 
|Same as move, using AI.
 
|Same as move, using AI.
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|Same as move, using AI.
 
|Same as move, using AI.
 
|-
 
|-
|[[Patrol_Command|Patrol]](P)<br/><img src="http://zero-k.info/mediawiki/images/f/fd/Patrol.png" width="32" height="32"/>
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|Patrol(P)<br/><img src=""/>
 
|Move back and forth between current position and a point, using unit AI while moving.
 
|Move back and forth between current position and a point, using unit AI while moving.
 
|Same as move, using AI.  
 
|Same as move, using AI.  
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|Same as move, using AI.
 
|Same as move, using AI.
 
|-
 
|-
|[[Force_Fire_Command|Force Fire]](F)<br/><img src="http://zero-k.info/mediawiki/images/0/00/Attack.png" width="32" height="32"/>
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|Fire(F)<br/><img src=""/>
 
|Fire at a point
 
|Fire at a point
 
|Fire at all targets in an area, in a queue.
 
|Fire at all targets in an area, in a queue.
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|
 
|
 
|-
 
|-
|[[Set_Target_Command|Set Target]](T)<br/><img src="http://zero-k.info/mediawiki/images/5/58/Settarget.png" width="32" height="32"/>
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|Set Target(T)<br/><img src=""/>
 
|Target a unit or point, without moving. Fire at target if in range.  Fire normally if out of range.
 
|Target a unit or point, without moving. Fire at target if in range.  Fire normally if out of range.
 
|Target the nearest enemy in the circle.
 
|Target the nearest enemy in the circle.
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|
 
|
 
|-
 
|-
|[[Guard_Command|Guard]](G)<br/><img src="http://zero-k.info/mediawiki/images/7/74/Guard.png" width="32" height="32"/>
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|Guard(G)<br/><img src=""/>
 
|Protect, repair, and assist a unit.
 
|Protect, repair, and assist a unit.
 
|On unit: guard in circle formation.
 
|On unit: guard in circle formation.
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|For circle formation: do not match guarding unit speeds/positions.
 
|For circle formation: do not match guarding unit speeds/positions.
 
|-
 
|-
|[[Repair_Command|Repair]](R)<br/><img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/Anims/cursorrepair_0.png"/>
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|Repair(R)<br/><img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/Anims/cursorrepair_0.png"/>
 
|Repair a live unit; Assist construction.
 
|Repair a live unit; Assist construction.
 
|Area command. Applies the click command to valid targets in the area, as long as there are any.
 
|Area command. Applies the click command to valid targets in the area, as long as there are any.
 
|Only repair live units, do not assist construction.
 
|Only repair live units, do not assist construction.
 
|For area only. Persist the area even when no valid targets inside (continue if any new show up).
 
|For area only. Persist the area even when no valid targets inside (continue if any new show up).
|For area only. Persist the area even when no valid targets inside while only repairing live units.
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|
 
|-
 
|-
|[[Area_Mex_Command|Area Mex]](W)<br/><img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/Bold/mex.png" width="32" height="32"/>
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|Mex(W)<br/><img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/Bold/mex.png" width="32" height="32"/>
 
|Build a mex at given spot||Queue mexes across the area.
 
|Build a mex at given spot||Queue mexes across the area.
|Surround each mex in the area with 2 solars. Works on already-built mexes.  If a mex is underwater, 2 Tidal Generators are built instead. If on land and flat space is limited, a Wind Generator will be substituted where a Solar does not fit.
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|Surround each mex in the area with 4 solars. Works on already-built mexes.
|As with +CTRL, except with only one generator per mex, chosen as appropriate.
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|
|As with +CTRL, except with four generators per mex, chosen as appropriate, one on each side.
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|
 
|
 
|
 
|-
 
|-
|[[Reclaim_Command|Reclaim]](E)<br/><img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/Anims/cursorreclamate_0.png"/>
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|Reclaim(E)<br/><img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/Anims/cursorreclamate_0.png"/>
 
|Reclaim target (unit or feature).
 
|Reclaim target (unit or feature).
 
|Reclaim features across the area.
 
|Reclaim features across the area.
 
|Area only. If centered on a live unit, reclaim all units of this type in the area. Else, ignore metal-less features, such as trees. There is a menu option to do this by default, in which case trees can be reclaimed either with CTRL or by centering the area on a tree.
 
|Area only. If centered on a live unit, reclaim all units of this type in the area. Else, ignore metal-less features, such as trees. There is a menu option to do this by default, in which case trees can be reclaimed either with CTRL or by centering the area on a tree.
 
|Area only. Persist the command even when no features are in the area.
 
|Area only. Persist the command even when no features are in the area.
|Area only. Persist the command even when no features are in the area while ignoring(or not, depending on setting) metal-less features
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|
 
|-
 
|-
|[[Resurrect_Command|Resurrect]]<br/><img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/Anims/cursorrevive_0.png"/>
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|Resurrect<br/><img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/Anims/cursorrevive_0.png"/>
 
|Resurrect target wreck||Area version. Resurrect wrecks in given area as long as there are any; ignore ones that are partially reclaimed.
 
|Resurrect target wreck||Area version. Resurrect wrecks in given area as long as there are any; ignore ones that are partially reclaimed.
 
|Area only. Resurrect even partially reclaimed wrecks (but still not those actively being reclaimed - this requires single target command).
 
|Area only. Resurrect even partially reclaimed wrecks (but still not those actively being reclaimed - this requires single target command).
|Area only. Persist the command even when no resurrectables are in the area. Ignores partially reclaimed wrecks.
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|Area only. Persist the command even when no resurrectables are in the area.
|Area only. Persist the command even when no resurrectables are in the area. Resurrects partially reclaimed wrecks.
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|
 
|-
 
|-
 
|}
 
|}
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== Factory Production Commands ==
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 +
Factories can make use of unit commands to make produced units take specific actions when leaving the factory.  For example, units can be set to move to a point or patrol as soon as they are produced.
 +
 +
Unit commands given to factories can also be queued and modified, as above.
  
 
== Full List of Commands ==
 
== Full List of Commands ==
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* [[Ferry Command|Ferry]]
 
* [[Ferry Command|Ferry]]
 
* [[Retreat|Retreat]]
 
* [[Retreat|Retreat]]
* [[Economy_Guide#Reserving_resources|Reserve]]
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* [[Resources Reserve|Reserve]]
  
 
=== State commands ===
 
=== State commands ===
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* [[Unit states#Impulse Mode|Impulse Mode]]
 
* [[Unit states#Impulse Mode|Impulse Mode]]
  
 
{{Navbox commands}}
 
 
{{Navbox manual}}
 
{{Navbox manual}}

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