Difference between revisions of "Commshare"

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(How to turn on commshare)
(No longer an alpha feature. Local image. Minor reformatting.)
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[[Category:Manual]]
 
 
 
== Overview ==
 
== Overview ==
Commshare (or Command Share) is an alpha feature. Players who engage in Commsharing are assigned to a squad, which functions as if all the members of the squad were one player. Each member assigned to a squad adds their income and [[units]] to the squad.
+
Commshare (or Command Share) allows players to share control of units. Players who engage in Commsharing are assigned to a squad, which functions as if all the members of the squad were one player. Each squad member contributes all income and [[units]] to the squad.
  
Enable Commshare by holding '''Tab''' to open the player list, then pressing the <img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/Commshare.png" height='16' alighn="center"/> Commshare Icon to invite a player into your squad or to accept the player's invitation into their squad.
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Enable Commshare by holding {{key press|Tab}} to open the player list, then pressing the <samp>[[File:Commshare.png|x16px|Commshare|link=]] Commshare</samp> icon to invite a player into your squad or to accept a player's invitation to a squad.
  
= Overview of modes =
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== Modes ==
 
Commshare has three modes of operation:
 
Commshare has three modes of operation:
 +
;All mode
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:All players are merged at game start (specifically, ≈166ms into the game). Nobody may unmerge or kick anyone at any time.
 +
;Invite mode (Default)
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:To merge with another player, you must first both agree to it. The player who invites the other first becomes the "squad leader," who acts as the representative of the squad. Squad leaders can kick anyone for any reason at any time. The players will receive their units back upon getting kicked. You may also leave a squad at any time as well. Issuing an invite is simple: Press {{key press|Tab}}, then click on the half teal/half green Commander.
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;None
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:No commsharing is allowed. No commshare commands will be responded to.
  
* All mode
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== Privileges ==
All players are merged at game start (specifically ~166ms into the game). Nobody may unmerge or kick anyone at any time.
 
 
 
* Invite mode (Default)
 
To merge with another player, you must first both agree to it. The player who invites the other first becomes the 'squad leader' who acts as the representative of the squad. Squad leaders can kick anyone for any reason at any time. They will receive their units back upon getting kicked, however. You may also leave a squad at any time as well. Issuing an invite is simple: Press H then click on the half teal/half green commander.
 
 
 
* None
 
No commsharing is allowed. No commshare commands will be responded to.
 
 
 
= Privileges =
 
  
 
All members may accept, decline, or issue invites. Only the squad leader may kick anyone.
 
All members may accept, decline, or issue invites. Only the squad leader may kick anyone.
  
= Developing =
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== Developing ==
  
Commands to commshare should be issued using SendLuaRulesMsg with the following string:
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Commands to commshare should be issued using <syntaxhighlight lang="lua" inline>SendLuaRulesMsg</syntaxhighlight> with the following string:
sharemode <command> <param>
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<syntaxhighlight lang="lua">sharemode <command> <param></syntaxhighlight>
 
This is not case sensitive. The following are valid commands:
 
This is not case sensitive. The following are valid commands:
{|
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{|class="wikitable sortable"
!Command:!!Param:!!Purpose:
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!Command!!Param!!class="unsortable"|Purpose
 
|-
 
|-
|Accept || playerID || Accepts an invite from playerID.
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|Accept || <var>playerID</var> || Accepts an invite from <var>playerID</var>.
 
|-
 
|-
|Decline || playerID || Declines an invite from playerID.
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|Decline || <var>playerID</var> || Declines an invite from <var>playerID</var>.
 
|-
 
|-
|Invite || playerID || Issues an invite to playerID.
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|Invite || <var>playerID</var> || Issues an invite to <var>playerID</var>.
 
|-
 
|-
|Kick || playerID || Forces playerID to unmerge, requires teamleader.
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|Kick || <var>playerID</var> || Forces <var>playerID</var> to unmerge, requires teamleader.
 
|-
 
|-
|Remerge || None || Causes you to remerge, if you were disconnected/kick from game.
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|Remerge || None || Causes you to remerge if you were disconnected/kicked from game.
 
|-  
 
|-  
 
|Unmerge || None || Causes you to unmerge.
 
|Unmerge || None || Causes you to unmerge.
 
|}
 
|}
  
== TeamRulesParam: Getting invites ==
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=== TeamRulesParam: Getting invites ===
Invites are stored in TeamRulesParam as private data. It is stored as if it was an ordered table.
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Invites are stored in <syntaxhighlight lang="lua" inline>TeamRulesParam</syntaxhighlight> as private data. It is stored as if it were an ordered table.
{|
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{|class="wikitable sortable"
!Param:!!Info:!!Notes:
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!Param!!class="unsortable"|Info!!class="unsortable"|Notes
 
|-
 
|-
|commshare_invitecount || # of invites || Get this first, then do a for i=1,commshare_invitecount loop.
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|<syntaxhighlight lang="lua" inline>commshare_invitecount</syntaxhighlight> || # of invites || Get this first, then do a <syntaxhighlight lang="lua" inline>for i=1,commshare_invitecount</syntaxhighlight> loop.
 
|-
 
|-
|"commshare_invite_" .. i .."_id" || ID of the player who sent the invite ||  
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|<syntaxhighlight lang="lua" inline>"commshare_invite_" .. i .."_id"</syntaxhighlight> || ID of the player who sent the invite ||  
 
|-
 
|-
|"commshare_invite_" .. i .."_timeleft" || Time remaining on this invite || You must check if this is different than last second's count to see if it's dead.
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|<syntaxhighlight lang="lua" inline>"commshare_invite_" .. i .."_timeleft"</syntaxhighlight> || Time remaining on this invite || You must check if this is different than last second's count to see if it's dead.
 
|}
 
|}
 +
  
 
{{Navbox manual}}
 
{{Navbox manual}}

Revision as of 22:28, 31 October 2022

Overview

Commshare (or Command Share) allows players to share control of units. Players who engage in Commsharing are assigned to a squad, which functions as if all the members of the squad were one player. Each squad member contributes all income and units to the squad.

Enable Commshare by holding Tab to open the player list, then pressing the Commshare Commshare icon to invite a player into your squad or to accept a player's invitation to a squad.

Modes

Commshare has three modes of operation:

All mode
All players are merged at game start (specifically, ≈166ms into the game). Nobody may unmerge or kick anyone at any time.
Invite mode (Default)
To merge with another player, you must first both agree to it. The player who invites the other first becomes the "squad leader," who acts as the representative of the squad. Squad leaders can kick anyone for any reason at any time. The players will receive their units back upon getting kicked. You may also leave a squad at any time as well. Issuing an invite is simple: Press Tab, then click on the half teal/half green Commander.
None
No commsharing is allowed. No commshare commands will be responded to.

Privileges

All members may accept, decline, or issue invites. Only the squad leader may kick anyone.

Developing

Commands to commshare should be issued using SendLuaRulesMsg with the following string:

sharemode <command> <param>

This is not case sensitive. The following are valid commands:

Command Param Purpose
Accept playerID Accepts an invite from playerID.
Decline playerID Declines an invite from playerID.
Invite playerID Issues an invite to playerID.
Kick playerID Forces playerID to unmerge, requires teamleader.
Remerge None Causes you to remerge if you were disconnected/kicked from game.
Unmerge None Causes you to unmerge.

TeamRulesParam: Getting invites

Invites are stored in TeamRulesParam as private data. It is stored as if it were an ordered table.

Param Info Notes
commshare_invitecount # of invites Get this first, then do a for i=1,commshare_invitecount loop.
"commshare_invite_" .. i .."_id" ID of the player who sent the invite
"commshare_invite_" .. i .."_timeleft" Time remaining on this invite You must check if this is different than last second's count to see if it's dead.