make building and unit hotkeys customizable

Discussion about the game and its default mods.
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GeneralFrost
Posts: 20
Joined: Sun Mar 30, 2014 3:19 pm

make building and unit hotkeys customizable

Post by GeneralFrost »

problem, for example I want to use E as a hotkey for like select all. but it wont work if i am in the building menu, because E is also the hotkey for ore refinery.

I might soon be able to help out, teaching myself GIT right now (the basics, it's totally different to TFS / subversion). But under the week I dont really have the power anymore after 9 hours of coding at work for anymore hobby-coding. But I will try next weekend to get my first compile :)

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Hiro
Posts: 47
Joined: Thu Apr 03, 2014 2:54 am

Post by Hiro »

Not exactly what you're looking for, but the hotkeys for structures etc are in the rules folder of the mod, like
https://github.com/OpenRA/OpenRA/blob/b ... /ra/rules/
So I guess it would be possible to change them on your side without needing to do any coding, but it would be nicer if there was a part of the program which would do that.
Would that mean that the hotkey info would be stored in settings? Or would changing the settings actually change the rules yaml files?

Matt
Posts: 1155
Joined: Tue May 01, 2012 12:21 pm
Location: Germany

Post by Matt »

I made an attempt for it at https://github.com/Mailaender/OpenRA/co ... otkey-conf which allows hotkey configuration in a per mod configuration file similiar to how ego-shooters like Quake do it. Not sure if that is the best way to expose it.

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