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Having it work with multiple units would be very nice, of course.
But I wouldn't say this is a hugely important feature either.
Thank you for looking into it deeper.
Step 1 is going to be fixing queue looping logic. I think I've got a rough idea what needs to be done.
Step 2 is going to be fixing the input method. Clicking a unit to activate loop mode is really, really awkward. I'm probably going to change it to Q+clicking a cell that's already in that unit's queue. That way you can just double Q+click. Not sure whether it's worth keeping "click the unit itself" as an alternate input method.
Step 3 probably should be Q-attack-move mode so you can use this for base defense.
Since #3 sounds pretty awesome in my imagination, step 4 should probably be porting all of this to TD.
Seems like I've just made a lot of work for myself...
I agree that clicking the unit to make the loop is awkward.
:D
Mostly dejankified the loop logic. Much better now. Have a few more changes to test.
It's better to get this 100% working right in one game before trying to port to the other. Trying to do both at once leads to unnecessarily duplicated labor.
Petroglyph wanted to port Q-moves to TD, but they didn't have time. They did leave a stub function in the dll interface for the purpose of picking up [Q]'s up/down status. Assuming the GlyphX client is calling that for TD (or can be made to call it via xml), it should be relatively straightforward to get working.
I think this will become the definitive patch-mod.
Brief documentation:
General:
If QMOVE_LOOPS=1, then
If AIR_QMOVE=1, then
If AIR_QAML_RECALL=1, then
Breaks save compatibility with prior versions. Sorry!
(Since it can be anything, I'm going to refer to whatever key is bound to "Mod Command 1" as "[KEY].")
What we'd like is up/down status for [KEY] like we have for Shift, Ctrl, Alt, and Q in RA. If we had that, we could use it as a "modifier key" and do everything exactly like RA -- hold down Q, issue a bunch of Q-move orders, release Q. But GlyphX doesn't give us up/down status. All we get is one call when [KEY] is pressed.
I can think of two things that can be done with that:
Option A is to make [KEY] a replacement for Q+click. You don't click; you just put the mouse in the right place and press [KEY].
The major drawback to this is that it doesn't work for issuing orders through the radar map. (Instead you get an order issued to whatever cell is behind the radar map display.) I'm maybe 60% confident I can figure out how to distinguish when the mouse is over the radar map when [KEY] is pressed and then redirect the "click" to the corresponding location. But I'm 99% sure it's going to give the wrong visual echo, and that it's going to work wildly wrong at non-default radar zoom, and that I won't be able to fix either. I'm also concerned it may not work in LAN multiplayer or may wind up resolution-dependent.
Option B is to make [KEY] a "pre-modifier" key. Press and release [KEY], then click. [KEY]'s effect lasts until the next click or hotkey (which allows [KEY] to cancel itself), or until some arbitrary number of ticks have elapsed. I think I can make this work perfectly as described. The problem is that "press, release, click" is pretty meddlesome. [Edit: On further thought, you could also do "press & hold, click, release," which would be less annoying and closer to RA's behavior. You'd just have to remember to release and re-press between every order.]
Thoughts, anyone?