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CommandButtons & Selection

New CommandButton Commands

HOLD_FIRE

Suppresses automatic target acquisition only; explicit attack orders still fire. Covers the unit, its addons and sub-turrets, and contained infantry.

CommandButton Command_HoldFire
  Command       = HOLD_FIRE
  Options       = CHECK_LIKE     ; required, or the button never renders as toggled on
  TextLabel     = CONTROLBAR:HoldFire
  ButtonImage   = SNHoldFire
  DescriptLabel = CONTROLBAR:TooltipHoldFire
End

Per-object parameter:

  • HoldFireAllowsRetaliation = YesDefault. No stops the unit returning fire even when attacked.

Note

garrisoned buildings cannot hold fire (most have no AI module). Infantry inside a unit are covered.

TOGGLE_FIRE_WEAPON

Like FIRE_WEAPON, but a second click stops it.

CommandButton Slth_Command_JammerStationActivate_HumanPlayer
  Command          = TOGGLE_FIRE_WEAPON
  Options          = CHECK_LIKE     ; required, or the button never renders as toggled on
  WeaponSlot       = SECONDARY
  MaxShotsToFire   = 60
  TextLabel        = CONTROLBAR:GLAJamm
  ButtonImage      = SUJPulse
  ButtonBorderType = ACTION
  DescriptLabel    = CONTROLBAR:ToolTipGLAFireJamm
End

Notes

  • The button reflects the unit's real state, switching off once MaxShotsToFire is spent.
  • Stopping ends only the firing; a move order survives.
  • Stays clickable while reloading between shots.
  • In a mixed selection, if any unit is firing, the click stops all.

AUTO_FILL

Selects nearby infantry and orders them into the selected container.

CommandButton Command_AutoFill
  Command       = AUTO_FILL
  Options       = OK_FOR_MULTI_SELECT
  TextLabel     = CONTROLBAR:AutoFill
  ButtonImage   = SNAutoFill
  DescriptLabel = CONTROLBAR:TooltipAutoFill
End

Takes uncontained infantry not already in the group, nearest first. They break off whatever they are doing.

EVACUATE_TO_WORK

Evacuates like EVACUATE, then sends the supply gatherers among the passengers back to gathering.

CommandButton Command_BackToWork
  Command       = EVACUATE_TO_WORK
  Options       = OK_FOR_MULTI_SELECT
  TextLabel     = CONTROLBAR:BackToWork
  ButtonImage   = SNBackToWork
  DescriptLabel = CONTROLBAR:TooltipBackToWork
End

Notes

  • Applies to passengers with a WorkerAIUpdate or SupplyTruckAIUpdate; other passengers exit and idle.
  • A gatherer returns to the dock the player last assigned it, else the nearest warehouse.
  • A gatherer carrying boxes delivers them to a supply center first.
  • Greyed out under the same conditions as EVACUATE.

Queue reorder

Off by default; enable with QueueReorder = Yes in the GameData block of GameData.ini.

  • Ctrl+click a queue cameo moves it one place earlier. The displaced entry restarts its build time; finished units of a batch stay finished.
  • No effect on the first entry or a finished unit waiting to exit.
  • Plain click still cancels; Shift+click still cancels all of that type.

Structure Multi-Select

Structures of one type can be selected together.

  • The select-matching key (E by default) picks same-type structures on screen, or map-wide with Alt.
  • Shift+click and Shift+double click add a same-type structure.
  • Shift plus a team number (0 to 9) adds that team if it holds only that structure type.
  • Mixing with units or other structure types still replaces the selection.

The bar shows shared commands. Build and upgrade commands every producer has are enabled even without OK_FOR_MULTI_SELECT. The queue shows the nine entries closest to finishing.

  • Click a unit or upgrade: queue it on the producer that finishes first.
  • Shift+click a unit: queue five, spread across producers, stopping at money or unit limits.
  • Shift+click an upgrade: queue it on the five fastest producers.
  • Shift+click a queue entry: cancel that type everywhere.