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.Nostops 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
MaxShotsToFireis 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
WorkerAIUpdateorSupplyTruckAIUpdate; 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.