Difference between revisions of "Ingame Menu"
(Fixed "radar color" not being a term to define.) |
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== Interface == | == Interface == | ||
− | == Selection == | + | === Selection === |
;Use selection filtering | ;Use selection filtering | ||
:Enable or disable [[Unit states#Selection Rank|Selection Rank]]. If disabled, the relevant button will not appear on the unit control panel. | :Enable or disable [[Unit states#Selection Rank|Selection Rank]]. If disabled, the relevant button will not appear on the unit control panel. | ||
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Two Sliders are available to modify how selection rank rules can be overridden. | Two Sliders are available to modify how selection rank rules can be overridden. | ||
− | The remaining options will change the visual indicator around units which have been selected. | + | The remaining options will change the visual indicator around units which have been selected. |
− | == [[Retreat]] Zones == | + | === [[Retreat]] Zones === |
;Retreat overrides selection rank | ;Retreat overrides selection rank | ||
:In conjunction with the slider, this will prevent units from being selected when they are mixed with groups of still-fighting units. | :In conjunction with the slider, this will prevent units from being selected when they are mixed with groups of still-fighting units. | ||
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--> | --> | ||
− | == Mouse Cursor == | + | === Mouse Cursor === |
;Hardware Cursor | ;Hardware Cursor | ||
:Use the graphics processor to assist in drawing the cursor. | :Use the graphics processor to assist in drawing the cursor. | ||
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:When the game is in windowed mode, the cursor can be unlocked from the window, so that it can be used to control other applications. | :When the game is in windowed mode, the cursor can be unlocked from the window, so that it can be used to control other applications. | ||
− | == Gesture Menu == | + | === Gesture Menu === |
;Toggle gesture menu | ;Toggle gesture menu | ||
:If enabled, a key can be bound to bring up a branching radial build menu for construction units. | :If enabled, a key can be bound to bring up a branching radial build menu for construction units. | ||
− | == Map == | + | === Map === |
<!-- Doesn't seem to be in the menu. | <!-- Doesn't seem to be in the menu. | ||
*'''Map Drawing and Messaging:''' hotkeys to control drawing on the map, and zooming to the last few messages displayed. | *'''Map Drawing and Messaging:''' hotkeys to control drawing on the map, and zooming to the last few messages displayed. | ||
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*'''Map Overlays:''' hotkeys to turn on/off overlays for terrain contours, unit pathing restrictions, and highlighted metal resources. Can also set a hotkey to enable/disable "fog of war" line-of-sight shading. The checkbox below this will determine if line of sight is on when starting a game. | *'''Map Overlays:''' hotkeys to turn on/off overlays for terrain contours, unit pathing restrictions, and highlighted metal resources. Can also set a hotkey to enable/disable "fog of war" line-of-sight shading. The checkbox below this will determine if line of sight is on when starting a game. | ||
--> | --> | ||
− | === Initial Map Overlay === | + | ==== Initial Map Overlay ==== |
;Start with LOS enabled | ;Start with LOS enabled | ||
:Enables line-of-sight overlay when the game starts. | :Enables line-of-sight overlay when the game starts. | ||
− | === Other Options === | + | ==== Other Options ==== |
;Radar Color | ;Radar Color | ||
:Allows for changing the default colors showing radar and jammer coverage on the lign-of-sight display. By default, this is the faint colored boundaries outside of your current line of sight, indicating where where you currently have radar coverage. Various useful presets may also be selected. | :Allows for changing the default colors showing radar and jammer coverage on the lign-of-sight display. By default, this is the faint colored boundaries outside of your current line of sight, indicating where where you currently have radar coverage. Various useful presets may also be selected. | ||
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:Options to choose whether metal extractor spots (default hotkey of {{key press|F4}}) show their rate of extraction as a number or graphic, as well as how large to display the metal info. | :Options to choose whether metal extractor spots (default hotkey of {{key press|F4}}) show their rate of extraction as a number or graphic, as well as how large to display the metal info. | ||
− | == Team Colors == | + | === Team Colors === |
Options for displaying how team colors are shown. Generally, teams are color-coordinated, with allies as blue colors, and enemies in red colors. | Options for displaying how team colors are shown. Generally, teams are color-coordinated, with allies as blue colors, and enemies in red colors. | ||
− | == Commands == | + | === Commands === |
Various command options and command button visibility toggles. | Various command options and command button visibility toggles. | ||
− | == Hovering Icons == | + | === Hovering Icons === |
Various unit states can be displayed over the unit if any states have been changed from "normal". By default, holding {{key press|Shift}} will display priority states. | Various unit states can be displayed over the unit if any states have been changed from "normal". By default, holding {{key press|Shift}} will display priority states. | ||
− | == Healthbars == | + | === Healthbars === |
* Healthbars can be toggled in-game if a hotkey is set. | * Healthbars can be toggled in-game if a hotkey is set. | ||
* Destroyed units can have their health displayed. When corpse take enough damage, they will disintegrate and will not be reclaimable. | * Destroyed units can have their health displayed. When corpse take enough damage, they will disintegrate and will not be reclaimable. | ||
* <samp>Min reload time</samp> slider controls how long of a unit's reload time is required to be displayed under the health bar. The reload time is not visible until zoomed in sufficiently. | * <samp>Min reload time</samp> slider controls how long of a unit's reload time is required to be displayed under the health bar. The reload time is not visible until zoomed in sufficiently. | ||
− | == Unit Marker == | + | === Unit Marker === |
Map symbols for individual important units can be toggled. There are also options to toggle all markers. When enabled, enemy units will be identified with a map marker displaying the unit type and owning player (similar drawing on the map with {{key press|~}} + double-click). | Map symbols for individual important units can be toggled. There are also options to toggle all markers. When enabled, enemy units will be identified with a map marker displaying the unit type and owning player (similar drawing on the map with {{key press|~}} + double-click). | ||
− | == Build ETA == | + | === Build ETA === |
* Partially constructed units will display a clock showing the remaining time to completion. | * Partially constructed units will display a clock showing the remaining time to completion. | ||
* <samp>Display Height</samp> controls how far out you can zoom while still seeing the <abbr title="estimated time of arrival">ETA</abbr> icons. | * <samp>Display Height</samp> controls how far out you can zoom while still seeing the <abbr title="estimated time of arrival">ETA</abbr> icons. | ||
− | == Building Placement == | + | === Building Placement === |
;Advanced Missile Silo Ranges | ;Advanced Missile Silo Ranges | ||
:Enable to show additional information about missile flight paths. | :Enable to show additional information about missile flight paths. | ||
− | Options for the interface used to [[terraform]] buildings being placed can be enabled or disabled here. | + | Options for the interface used to [[terraform]] buildings being placed can be enabled or disabled here. |
− | == Spectating == | + | === Spectating === |
Spectator view can be adjusted to show line of sight for the selected team. This also affects the view during replays. | Spectator view can be adjusted to show line of sight for the selected team. This also affects the view during replays. | ||
;Econ. Announcer | ;Econ. Announcer | ||
:Can be configured to display the total assets for the team at various times. This may be useful if the players agree to an economic victory. This must be manually enforced, so may only be suitable for prearranged games. | :Can be configured to display the total assets for the team at various times. This may be useful if the players agree to an economic victory. This must be manually enforced, so may only be suitable for prearranged games. | ||
− | == Economy Overlay == | + | === Economy Overlay === |
;Start with economy overlay | ;Start with economy overlay | ||
:Enable the {{key press|F4}} overlay at the beginning of a game, showing metal spots and energy grids. | :Enable the {{key press|F4}} overlay at the beginning of a game, showing metal spots and energy grids. | ||
The way the energy grid is displayed can be modified. | The way the energy grid is displayed can be modified. | ||
− | == Command Visibility == | + | === Command Visibility === |
You can choose to show unit commands on the ground in a variety of ways. By default, currently selected units display their orders, orders for non-selected will be displayed with {{key press|Shift}}. | You can choose to show unit commands on the ground in a variety of ways. By default, currently selected units display their orders, orders for non-selected will be displayed with {{key press|Shift}}. | ||
− | == Defense and Cloak Ranges == | + | === Defense and Cloak Ranges === |
* Checkboxes to display circles on the ground showing various color-coded range information. Weapon ranges are red, decloak range is a blue shaded circle, etc. | * Checkboxes to display circles on the ground showing various color-coded range information. Weapon ranges are red, decloak range is a blue shaded circle, etc. | ||
* By default, your units will show their cloak ranges, and generally enemy defenses will show their ranges when you scout them. For example, this will help you keep your raiders away from enemy defenses. | * By default, your units will show their cloak ranges, and generally enemy defenses will show their ranges when you scout them. For example, this will help you keep your raiders away from enemy defenses. | ||
* If unchecked, this information may be seen by holding {{key press|Shift}} and hovering over a unit. | * If unchecked, this information may be seen by holding {{key press|Shift}} and hovering over a unit. | ||
− | == Control Groups == | + | === Control Groups === |
Settings to control [[Hotkeys#auto_grouping|auto-group]] behavior. | Settings to control [[Hotkeys#auto_grouping|auto-group]] behavior. | ||
;Preserve Auto Groups: | ;Preserve Auto Groups: | ||
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:Make freshly-produced units have the same group number as the factory that made them. Selecting the group will not select the factory, as long as the factory has a lower [[Unit states#Selection Rank|selection ranks]]. | :Make freshly-produced units have the same group number as the factory that made them. Selecting the group will not select the factory, as long as the factory has a lower [[Unit states#Selection Rank|selection ranks]]. | ||
− | == Falling Units == | + | === Falling Units === |
Visible trajectories for units launched by [[Newton]]s or dropped by transport aircraft can be adjusted to be shown or hidden. | Visible trajectories for units launched by [[Newton]]s or dropped by transport aircraft can be adjusted to be shown or hidden. | ||
== Graphics == | == Graphics == | ||
− | == HDR (experimental) == | + | === HDR (experimental) === |
− | == Map Detail == | + | === Map Detail === |
− | == Effects == | + | === Effects === |
− | == Unit Visibility == | + | === Unit Visibility === |
− | == Lighting == | + | === Lighting === |
− | == Map Exterior == | + | === Map Exterior === |
− | == Sun and Fog == | + | === Sun and Fog === |
== Unit Behavior == | == Unit Behavior == |
Revision as of 16:42, 8 October 2021
Contents
- 1 Simple Settings
- 2 Advanced Settings
- 2.1 Interface
- 2.1.1 Selection
- 2.1.2 Retreat Zones
- 2.1.3 Mouse Cursor
- 2.1.4 Gesture Menu
- 2.1.5 Map
- 2.1.6 Team Colors
- 2.1.7 Commands
- 2.1.8 Hovering Icons
- 2.1.9 Healthbars
- 2.1.10 Unit Marker
- 2.1.11 Build ETA
- 2.1.12 Building Placement
- 2.1.13 Spectating
- 2.1.14 Economy Overlay
- 2.1.15 Command Visibility
- 2.1.16 Defense and Cloak Ranges
- 2.1.17 Control Groups
- 2.1.18 Falling Units
- 2.2 Graphics
- 2.3 Unit Behavior
- 2.4 Reset Settings
- 2.5 Audio
- 2.6 Camera
- 2.7 Accessibility
- 2.8 HUD Panels
- 2.9 HUD Presets
- 2.10 Misc
- 2.11 Nag
- 2.1 Interface
- 3 Hotkeys
- 4 Help
- 5 Save/Load Game
- 6 Vote Resign/Resign
- 7 Restart
- 8 Exit to Lobby
This is a summary of the in-game options menu, which is brought up by pressing Esc or F10. Doing so will pause the game in a single-player game.
To see all menu settings available, uncheck the "Simple Settings" box at the bottom of the dialog box.
Simple Settings
A list of basic options is visible when the "Simple Settings" box is checked at the bottom of the menu. All these options are included in the "Advanced" options list below, shown when the box is unchecked.
Advanced Settings
This is the full list of options, enabled by unchecking the "Simple Settings" box at the bottom of the menu.
There is a search button available on the menu, or you can type /search: into chat.
Interface
Selection
- Use selection filtering
- Enable or disable Selection Rank. If disabled, the relevant button will not appear on the unit control panel.
- Only filter when Alt is held
- If enabled, Selection Rank will only affect unit selection when Alt is held down.
Two Sliders are available to modify how selection rank rules can be overridden.
The remaining options will change the visual indicator around units which have been selected.
Retreat Zones
- Retreat overrides selection rank
- In conjunction with the slider, this will prevent units from being selected when they are mixed with groups of still-fighting units.
- Retreat deselects
- With a group of units selected, those that begin retreating will automatically be removed from the selection.
- Only Show My Zones
- If unchecked, will show ally's retreat zones as well. Can be bound to a hotkey.
Mouse Cursor
- Hardware Cursor
- Use the graphics processor to assist in drawing the cursor.
- Large cursor
- Pontersize can be changed to be easier to see on high-resolution displays.
- Lock Cursor to Window, Lobby overlay disables lock, Pausing disables lock
- When the game is in windowed mode, the cursor can be unlocked from the window, so that it can be used to control other applications.
Gesture Menu
- Toggle gesture menu
- If enabled, a key can be bound to bring up a branching radial build menu for construction units.
Map
Initial Map Overlay
- Start with LOS enabled
- Enables line-of-sight overlay when the game starts.
Other Options
- Radar Color
- Allows for changing the default colors showing radar and jammer coverage on the lign-of-sight display. By default, this is the faint colored boundaries outside of your current line of sight, indicating where where you currently have radar coverage. Various useful presets may also be selected.
- Auto Toggle Overlay
- The checkboxes will enable automatic overlays for related activities (reclaim/resurrect, construction/terraform, and moving/jumping). The overlay will be automatically disabled when not being used. These options can be hotkeyed.
- Metal Spots
- Options to choose whether metal extractor spots (default hotkey of F4) show their rate of extraction as a number or graphic, as well as how large to display the metal info.
Team Colors
Options for displaying how team colors are shown. Generally, teams are color-coordinated, with allies as blue colors, and enemies in red colors.
Commands
Various command options and command button visibility toggles.
Hovering Icons
Various unit states can be displayed over the unit if any states have been changed from "normal". By default, holding Shift will display priority states.
Healthbars
- Healthbars can be toggled in-game if a hotkey is set.
- Destroyed units can have their health displayed. When corpse take enough damage, they will disintegrate and will not be reclaimable.
- Min reload time slider controls how long of a unit's reload time is required to be displayed under the health bar. The reload time is not visible until zoomed in sufficiently.
Unit Marker
Map symbols for individual important units can be toggled. There are also options to toggle all markers. When enabled, enemy units will be identified with a map marker displaying the unit type and owning player (similar drawing on the map with ~ + double-click).
Build ETA
- Partially constructed units will display a clock showing the remaining time to completion.
- Display Height controls how far out you can zoom while still seeing the ETA icons.
Building Placement
- Advanced Missile Silo Ranges
- Enable to show additional information about missile flight paths.
Options for the interface used to terraform buildings being placed can be enabled or disabled here.
Spectating
Spectator view can be adjusted to show line of sight for the selected team. This also affects the view during replays.
- Econ. Announcer
- Can be configured to display the total assets for the team at various times. This may be useful if the players agree to an economic victory. This must be manually enforced, so may only be suitable for prearranged games.
Economy Overlay
- Start with economy overlay
- Enable the F4 overlay at the beginning of a game, showing metal spots and energy grids.
The way the energy grid is displayed can be modified.
Command Visibility
You can choose to show unit commands on the ground in a variety of ways. By default, currently selected units display their orders, orders for non-selected will be displayed with Shift.
Defense and Cloak Ranges
- Checkboxes to display circles on the ground showing various color-coded range information. Weapon ranges are red, decloak range is a blue shaded circle, etc.
- By default, your units will show their cloak ranges, and generally enemy defenses will show their ranges when you scout them. For example, this will help you keep your raiders away from enemy defenses.
- If unchecked, this information may be seen by holding Shift and hovering over a unit.
Control Groups
Settings to control auto-group behavior.
- Preserve Auto Groups
- Maintain autogroups between games. If you find units have an unexpected group number after exiting a factory, this is probably why.
- Display Group Numbers
- Show a small white number next to units if they are in a group.
- Inherit Factory Control Group
- Make freshly-produced units have the same group number as the factory that made them. Selecting the group will not select the factory, as long as the factory has a lower selection ranks.
Falling Units
Visible trajectories for units launched by Newtons or dropped by transport aircraft can be adjusted to be shown or hidden.
Graphics
HDR (experimental)
Map Detail
Effects
Unit Visibility
Lighting
Map Exterior
Sun and Fog
Unit Behavior
Reset Settings
Audio
Camera
Accessibility
HUD Panels
HUD Presets
Misc
Nag
Hotkeys
- Further information: Hotkeys
Help
This section contains information on unit stats, and various basic game concepts. Unit stats can also be seen when playing the game, by holding Space and clicking on a unit.
Save/Load Game
Vote Resign/Resign
When all hope is lost, your team must agree to give up. One player will select "Vote Resign", and other players may vote "Yes" to confirm they surrender. All of a resigning team's units are destroyed.
When resigning without a vote, your units will be donated to another player on your team.