Difference between revisions of "Unit commands"

From Zero-K
Jump to navigation Jump to search
Line 26: Line 26:
  
 
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.
 +
 +
 +
== Modifiers ==
 +
 +
Commands can have their behaviour modified using ALT and CTRL, and can be combined with SHIFT and SPACE to queue commands.
 +
 +
Note: most units will fire on enemies while moving, and will move and fire when stopped according to their chosen fire/move/AI [[Unit_states#Fire_State|state]].  Using attack move will cause units to use tAI when moving, instead of moving directly to a destination with normal move.
 +
 +
{|
 +
!style="width: 10%"|Command
 +
!style="width: 10%"|Click+drag behaviour
 +
!style="width: 20%"|Drag behaviour
 +
!style="width: 20%"|+CTRL
 +
!style="width: 20%"|+ALT
 +
!style="width: 20%"|+CTRL+ALT
 +
|-
 +
|Move(M)<br/><img src=""/>
 +
|Move units to a point.
 +
|Move units into a line.
 +
|Move, maintaining current formation.
 +
|When dragging, move along a line.
 +
|When dragging, move along a line in formation.
 +
|-
 +
|Attack move(A)<br/><img src=""/>
 +
|Move to a point, using unit AI while moving.
 +
|Same as move, using AI.
 +
|Same as move, using AI.
 +
|Same as move, using AI.
 +
|Same as move, using AI.
 +
|-
 +
|Patrol(P)<br/><img src=""/>
 +
|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.
 +
|Same as move, using AI.
 +
|Same as move, using AI.
 +
|-
 +
|Fire(F)<br/><img src=""/>
 +
|Fire at a point
 +
|Fire at all targets in an area, in a queue.
 +
|When dragging, fire at all targets in an area, splitting fire.
 +
|When dragging, fire along a line.
 +
|
 +
|-
 +
|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 the nearest enemy in the circle.
 +
|Target all enemies in the circle, splitting targets.
 +
|Target the ground along a line, firing if in range.
 +
|
 +
|-
 +
|Guard(G)<br/><img src=""/>
 +
|Protect, repair, and assist a unit.
 +
|On unit: guard in circle formation.
 +
On ground: guard all units in the circle.
 +
|For circle formation: guard in a specific direction.
 +
|For circle formation: guard in a direction relative to unit facing.
 +
|For circle formation: do not match guarding unit speeds/positions.
 +
|-
 +
|Repair(R)<br/><img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/Anims/cursorrepair_0.png"/>
 +
|Repair a live unit; Assist construction.
 +
|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.
 +
|For area only. Persist the area even when no valid targets inside (continue if any new show up).
 +
|
 +
|-
 +
|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.
 +
|Surround each mex in the area with 4 solars. Works on already-built mexes.
 +
|
 +
|
 +
|
 +
|-
 +
|Reclaim(E)<br/><img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/Anims/cursorreclamate_0.png"/>
 +
|Reclaim target (unit or feature).
 +
|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. Persist the command even when no features are in the area.
 +
|
 +
|-
 +
|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.
 +
|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.
 +
|
 +
|-
 +
|}
 +
 +
 +
== 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.
 +
 +
Factories produce units in a queue.  When clicking on units, they are normally added to the end of a queue.  Factories can have their Repeat state set, to automatically add produced units to the end of the queue.  This will cause the factory to produce the same queue endlessly.
 +
 +
=== Factory production order modifiers ===
 +
 +
Left-clicking (or using the unit's hotkey) will add 1 unit to the queue, and right-clicking will remove 1 unit.
 +
 +
Hold '''SHIFT''' to add/remove 5 units to the queue.
 +
 +
Hold '''CTRL''' to add/remove 20 units to the queue.
 +
 +
Hold '''SHIFT+CTRL''' to add/remove 100 units to the queue.
 +
 +
Hold '''ALT''' to place the selected unit next in the queue.  Alt-clicking on a unit already in the queue will force it to be produced now.  This will waste any metal/energy used on whatever was being produced prior to the click.
 +
 +
If the factory is in infinite production mode, '''ALT''' will place the units next in the queue, and will not re-add them to the end of the queue.
 +
 +
 +
== Building Construction Commands ==
 +
 +
'''SHIFT''' and '''SPACE''' work as normal for queuing structures.
 +
 +
=== Building construction modifiers ===
 +
 +
Hold '''SHIFT''' while dragging the mouse to place a line of structures.
 +
 +
Hold '''SHIFT+CTRL''' to drag a line of structures in the 4 cardinal directions. If holding the mouse over a building, it will surround that building with the selected structure.
 +
 +
Hold '''SHIFT+ALT''' to drag a box of structures.
 +
 +
Hold '''SHIFT+CTRL+ALT''' to drag a hollow box of structures. 
 +
 +
When placing groups of structures, '''Z''' and '''X''' will increase and decrease the spacing between individual structures.
 +
 +
When placing factories (or other structures), their orientation can be rotated by cliking and dragging, or with '''[''' and ''']'''.
 +
 +
Holding '''Q''' while placing structures will only place the framework, which will let the structure be completed later.
 +
 +
Holding '''ALT''' while placing a metal extractor will place 4 solars around it. This protects the mex and provides [[Overdrive]].
 +
 +
Holding '''ALT''' (and using the scrollwheel to adjust building height) will place the structure on a small [[Terraform|terraformed]] area. Pressing '''B''' will toggle terraformed placement. The height can also be adjusted with '''C''' and '''V'''. Additionally, hold the left mouse button down for a second hen placing the structure.  This will bring up a building placement tooltip and allow height adjustment by moving the mouse.
 +
  
 
== Full List of Commands ==
 
== Full List of Commands ==
Line 106: Line 242:
 
* [[Unit states#Drone Construction|Drone Construction]]
 
* [[Unit states#Drone Construction|Drone Construction]]
 
* [[Unit states#Impulse Mode|Impulse Mode]]
 
* [[Unit states#Impulse Mode|Impulse Mode]]
 
== Modifiers ==
 
 
Commands can have their behaviour modified using ALT and CTRL.
 
 
{|
 
!style="width: 10%"|Command
 
!style="width: 15%"|Click behaviour
 
!style="width: 20%"|Drag behaviour
 
!style="width: 25%"|+ALT
 
!style="width: 30%"|+CTRL
 
|-
 
|Repair<br/><img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/Anims/cursorrepair_0.png"/>
 
|Repair a live unit; Assist construction
 
|Area command. Applies the click command to valid targets in the area, as long as there are any
 
|For area only. Persist the area even when no valid targets inside (continue if any new show up)
 
|Only repair live units, do not assist construction.
 
|-
 
|Mex<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
 
|Surround each mex in the area with 4 solars. Works on already-built mexes.
 
|None.
 
|-
 
|Reclaim<br/><img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/Anims/cursorreclamate_0.png"/>
 
|Reclaim target (unit or feature)
 
|Reclaim features across the area.
 
|Area only. Persist the command even when no features are in 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.
 
|-
 
|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.
 
|Area only. Persist the command even when no resurrectables are in the area.
 
|Area only. Resurrect even partially reclaimed wrecks (but still not those actively being reclaimed - this requires single target command).
 
|-
 
|}
 
  
 
{{Navbox manual}}
 
{{Navbox manual}}

Revision as of 15:41, 14 April 2018

Commands are the orders or directions that players issue to their units throughout a game of Zero-K. Most of the actions and decisions that players make throughout a game are implemented via issuing various types of commands. This page lists and categorizes all the commands with links for details on specific commands.

Command Types

There are three main types of command: targeted commands, instant commands and state toggles.

  • Targeted commands are issued with a target. Targets can include units and map features (rocks, trees, wrecks) as well as positions, areas and lines drawn that you draw on the map when the command is issued. Targeting lines, areas or multiple units or features is commonly achieved by clicking an dragging.
  • Instant commands activate unit abilities that require no target.
  • State toggles are standing orders that modify behaviour or toggle certain abilities.

Giving Commands

Instant commands and state toggles can be issued by clicking their button in the command panel or pressing their hotkey. Right clicking a state toggle cycles the toggle backwards or reset it to a deactivated state, depending on the command. Hotkeys to set a state toggle to a particular state can be bound in the hotkeys menu.

Targeted commands can be issued with either the left or right mouse buttons.

  • Click the right mouse button to issue a context sensitive command. The command that will be issued is indicated by the mouse cursor and depends on both your unit selection and the target of the command. Common examples are force fire when the target is an enemy unit and move when the the target is empty ground.
  • Click the left mouse button to issue a command selected. To select a command click on its button in the command panel or press its hotkey. The selected command is indicated by the mouse cursor and a highlighted command button. Issue the command (without holding Shift) or right click to deselect the command.

Targeted commands can be modified in many ways.

  • Click and drag to draw a circle or a line. Most commands support either line or circle drawing and some support both depending on other modifers.
  • Many commands are modified by holding Alt or Ctrl while clicking to issue the command.
  • Some commands change depending on whether they are targeted on a unit or the ground.

Queuing and Inserting Commands

Units maintain a list of commands, known as their command queue, that are executed in order as each command is completed. Most targeted and instant commands can be added to the end of the queue or inserted or inserted into the queue. State toggles cannot be added to the queue and always take effect instantly.

  • Hold SHIFT while issuing a targeted or instant command to add it to the end of the command queue.
  • Hold SPACE while issuing a targeted command to add it to the start of the command queue, pushing the current command to the second spot in the queue.
  • Hold SHIFT+SPACE while issuing a targeted command to insert it at the point in the command queue that would result in the least extra travel time.

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.


Modifiers

Commands can have their behaviour modified using ALT and CTRL, and can be combined with SHIFT and SPACE to queue commands.

Note: most units will fire on enemies while moving, and will move and fire when stopped according to their chosen fire/move/AI state. Using attack move will cause units to use tAI when moving, instead of moving directly to a destination with normal move.

Command Click+drag behaviour Drag behaviour +CTRL +ALT +CTRL+ALT
Move(M)
Move units to a point. Move units into a line. Move, maintaining current formation. When dragging, move along a line. When dragging, move along a line in formation.
Attack move(A)
Move to a point, using unit AI while moving. Same as move, using AI. Same as move, using AI. Same as move, using AI. Same as move, using AI.
Patrol(P)
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. Same as move, using AI. Same as move, using AI.
Fire(F)
Fire at a point Fire at all targets in an area, in a queue. When dragging, fire at all targets in an area, splitting fire. When dragging, fire along a line.
Set Target(T)
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 all enemies in the circle, splitting targets. Target the ground along a line, firing if in range.
Guard(G)
Protect, repair, and assist a unit. On unit: guard in circle formation.

On ground: guard all units in the circle.

For circle formation: guard in a specific direction. For circle formation: guard in a direction relative to unit facing. For circle formation: do not match guarding unit speeds/positions.
Repair(R)
Repair a live unit; Assist construction. 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. For area only. Persist the area even when no valid targets inside (continue if any new show up).
Mex(W)
Build a mex at given spot Queue mexes across the area. Surround each mex in the area with 4 solars. Works on already-built mexes.
Reclaim(E)
Reclaim target (unit or feature). 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. Persist the command even when no features are in the area.
Resurrect
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. Persist the command even when no resurrectables are in the area.


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.

Factories produce units in a queue. When clicking on units, they are normally added to the end of a queue. Factories can have their Repeat state set, to automatically add produced units to the end of the queue. This will cause the factory to produce the same queue endlessly.

Factory production order modifiers

Left-clicking (or using the unit's hotkey) will add 1 unit to the queue, and right-clicking will remove 1 unit.

Hold SHIFT to add/remove 5 units to the queue.

Hold CTRL to add/remove 20 units to the queue.

Hold SHIFT+CTRL to add/remove 100 units to the queue.

Hold ALT to place the selected unit next in the queue. Alt-clicking on a unit already in the queue will force it to be produced now. This will waste any metal/energy used on whatever was being produced prior to the click.

If the factory is in infinite production mode, ALT will place the units next in the queue, and will not re-add them to the end of the queue.


Building Construction Commands

SHIFT and SPACE work as normal for queuing structures.

Building construction modifiers

Hold SHIFT while dragging the mouse to place a line of structures.

Hold SHIFT+CTRL to drag a line of structures in the 4 cardinal directions. If holding the mouse over a building, it will surround that building with the selected structure.

Hold SHIFT+ALT to drag a box of structures.

Hold SHIFT+CTRL+ALT to drag a hollow box of structures.

When placing groups of structures, Z and X will increase and decrease the spacing between individual structures.

When placing factories (or other structures), their orientation can be rotated by cliking and dragging, or with [ and ].

Holding Q while placing structures will only place the framework, which will let the structure be completed later.

Holding ALT while placing a metal extractor will place 4 solars around it. This protects the mex and provides Overdrive.

Holding ALT (and using the scrollwheel to adjust building height) will place the structure on a small terraformed area. Pressing B will toggle terraformed placement. The height can also be adjusted with C and V. Additionally, hold the left mouse button down for a second hen placing the structure. This will bring up a building placement tooltip and allow height adjustment by moving the mouse.


Full List of Commands

Common targeted commands

Common economic commands

Instant commands

Transport commands

Unusual commands

Global commands

State commands