[REL] [CMM] Hotbuild2 v1.51 [113578]

Discussion in 'Released Mods' started by proeleert, December 8, 2013.

  1. iceDrop

    iceDrop Active Member

    Messages:
    143
    Likes Received:
    99
    What I'm doing right now is shadowing live_game.js and adding this at line 2538:

    Code:
        Mousetrap.unbind('f11');
        Mousetrap.bind('f13', model.toggleNavDebug);
        Mousetrap.unbind('f3');
        Mousetrap.unbind('f4');
    
    f11 is unusable to the game on all Mac keyboard styles I own and have tried - in both modes available in OS X system settings, so I've remapped it to f13 (which I have via extended keyboard, other mac users would need to use some other key, since f13 doesn't exist on standard size keyboards). f3 and f4 just annoy me when I errantly click 'em(they time-step chromocam), and i have no need for them so I unbound them. developer hardcodes, be damned!

    I did notice the three 'apply_keybinds' calls immediately after where I inserted these, so I think you're right that your scripts could help with this. I took the pathetically basic approach of placing these calls right where the devs put their hardcoded values for them.
    Thanks.
  2. cola_colin

    cola_colin Moderator Alumni

    Messages:
    12,074
    Likes Received:
    16,221
    I think there is no point to mods that shadow the live_game js like that
    You might as well directly edit your live game js
  3. kryovow

    kryovow Well-Known Member

    Messages:
    1,112
    Likes Received:
    240
    for me the "repeat queue" binding doesnt work anymore... dont know why ^^
  4. proeleert

    proeleert Post Master General

    Messages:
    1,681
    Likes Received:
    1,656
    make sure you have the latest version ?
    You have an im/export button in settings hotbuild tab ?
  5. kryovow

    kryovow Well-Known Member

    Messages:
    1,112
    Likes Received:
    240
    yes i do
  6. stormingkiwi

    stormingkiwi Post Master General

    Messages:
    3,266
    Likes Received:
    1,355
    Repeat queue now toggles continuous build, because infinite build makes it redundant.
    kryovow likes this.
  7. kryovow

    kryovow Well-Known Member

    Messages:
    1,112
    Likes Received:
    240
    oh there is this now? lol didnt notice xD
  8. dacamell

    dacamell New Member

    Messages:
    9
    Likes Received:
    0
    does the hotkeys show on the UI?
  9. proeleert

    proeleert Post Master General

    Messages:
    1,681
    Likes Received:
    1,656
    yes
  10. fr2ed

    fr2ed Member

    Messages:
    32
    Likes Received:
    19
    I now have a quite opposite behavior than your : numpad works in all cases except when using shift !!!

    @proeleert : your mod get better and better on each update. Love the import/export feature. :)

    Still having some strange behavior when adding unit : sometimes it's impossible to add a unit to a list. Is there a limitation or any buildings can be added whith any units on any keys ? (except the reserved and uber keys of course).

    What about a feature that offer the possibility to keep a build-list from the community and just bind it on a new key, without deleting and re-creating the list ?
    Last edited: January 19, 2014
  11. stormingkiwi

    stormingkiwi Post Master General

    Messages:
    3,266
    Likes Received:
    1,355
    Yeah I had this. Could not add orbital at all.

    Also added the same structure to the same list twice.

    Proeleert, can we please save lists somehow and assign them to a key.

    Note. .. haven't played PA to update your mod yet.
  12. proeleert

    proeleert Post Master General

    Messages:
    1,681
    Likes Received:
    1,656

    Yeah reassigning a key I will look at. For the moment export and edit it in the export text and reimport.
    Yeah I see the problem with Orbital they moved some stuff around from launcher to be being built by orbital fabber. Will fix that.
  13. fr2ed

    fr2ed Member

    Messages:
    32
    Likes Received:
    19
    Exactly what i did. ;)
  14. proeleert

    proeleert Post Master General

    Messages:
    1,681
    Likes Received:
    1,656
    Made a swap key popup :) so it will be in next update.
    Now got to fix the orbital unit buildings.
  15. proeleert

    proeleert Post Master General

    Messages:
    1,681
    Likes Received:
    1,656
    release update 1.9.9.3

    - Orbital units should be assignable again
    - Swap assigned keys click on the selected letter see screenshot

    upload_2014-1-19_20-6-47.png

    - Layout Fixes
  16. dc443

    dc443 Member

    Messages:
    68
    Likes Received:
    19
    I can't find the Advanced Fabrication Bot Combat. You know, that new T2 combat repair bot. I think it's OP. I would like to make it more OP by binding it to a key as well!

    Though, they did do a good job balancing it with the insane power draw.
  17. proeleert

    proeleert Post Master General

    Messages:
    1,681
    Likes Received:
    1,656
    Aaaah forgot to include it :) Will fix.
  18. dc443

    dc443 Member

    Messages:
    68
    Likes Received:
    19
    And one for Flak AA please. Such great work on this mod. Best mod ever. Not even kidding.
    stormingkiwi likes this.
  19. proeleert

    proeleert Post Master General

    Messages:
    1,681
    Likes Received:
    1,656
    Hmmm is it not there ? Strange.
    Anyways will do update tonight gmt+1 with ImbaWalls (https://forums.uberent.com/threads/wip-imba-walls.55849/) and these missing things fixed :)
  20. stormingkiwi

    stormingkiwi Post Master General

    Messages:
    3,266
    Likes Received:
    1,355
    It was great. .

    I modified the file for energy storage.

    Just slightly. But clearly I typoed.

    The result was I could not build energy storage. Didn't show on the UI, Hotbuild2 said the energy storage structure was called 'loading'

Share This Page