Difference between revisions of "Unit commands"
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== Command Types == | == Command Types == | ||
− | There are three main types of command: targeted commands, instant commands and state toggles. | + | There are three main types of command: targeted commands, instant commands and state toggles. |
* '''Targeted commands''' are issued with a target. Targets can include units and map features (rocks, trees, wrecks) as well as positions, areas and lines drawn that you draw on the map when the command is issued. Targeting lines, areas or multiple units or features is commonly achieved by clicking an dragging. | * '''Targeted commands''' are issued with a target. Targets can include units and map features (rocks, trees, wrecks) as well as positions, areas and lines drawn that you draw on the map when the command is issued. Targeting lines, areas or multiple units or features is commonly achieved by clicking an dragging. | ||
* '''Instant commands''' activate unit abilities that require no target. | * '''Instant commands''' activate unit abilities that require no target. | ||
Line 43: | Line 43: | ||
!style="width: 20%"|+CTRL+ALT | !style="width: 20%"|+CTRL+ALT | ||
|- | |- | ||
− | |[[ | + | |[[Move Command|Move]] (M) [[File:Move.png|none|32px|link=Move Command]] |
|Move units to a point. | |Move units to a point. | ||
|Move units into a line. | |Move units into a line. | ||
Line 50: | Line 50: | ||
|When dragging, move along a line in formation. | |When dragging, move along a line in formation. | ||
|- | |- | ||
− | |[[ | + | |[[Attack Move Command|Attack move]] (A) [[File:Fight.png|none|32px|link=Attack Move Command]] |
|Move to a point, using unit AI while moving. | |Move to a point, using unit AI while moving. | ||
|Same as move, using AI. | |Same as move, using AI. | ||
Line 57: | Line 57: | ||
|Same as move, using AI. | |Same as move, using AI. | ||
|- | |- | ||
− | |[[ | + | |[[Patrol Command|Patrol]] (P) [[File:Patrol.png|none|32px|link=Patrol Command]] |
|Move back and forth between current position and a point, using unit AI while moving. | |Move back and forth between current position and a point, using unit AI while moving. | ||
− | |Same as move, using AI. | + | |Same as move, using AI. |
|Same as move, using AI. | |Same as move, using AI. | ||
|Same as move, using AI. | |Same as move, using AI. | ||
|Same as move, using AI. | |Same as move, using AI. | ||
|- | |- | ||
− | |[[ | + | |[[Force Fire Command|Force Fire]] (F) [[File:Attack.png|none|32px|link=Force Fire Command]] |
|Fire at a point | |Fire at a point | ||
|Fire at all targets in an area, in a queue. | |Fire at all targets in an area, in a queue. | ||
Line 71: | Line 71: | ||
| | | | ||
|- | |- | ||
− | |[[ | + | |[[Set Target Command|Set Target]] (T) [[File:Settarget.png|none|32px|link=Set Target Command]] |
|Target a unit or point, without moving. Fire at target if in range. Fire normally if out of range. | |Target a unit or point, without moving. Fire at target if in range. Fire normally if out of range. | ||
|Target the nearest enemy in the circle. | |Target the nearest enemy in the circle. | ||
Line 78: | Line 78: | ||
| | | | ||
|- | |- | ||
− | |[[ | + | |[[Guard Command|Guard]] (G) [[File:Guard.png|none|32px|link=Guard Command]] |
|Protect, repair, and assist a unit. | |Protect, repair, and assist a unit. | ||
|On unit: guard in circle formation. | |On unit: guard in circle formation. | ||
Line 86: | Line 86: | ||
|For circle formation: do not match guarding unit speeds/positions. | |For circle formation: do not match guarding unit speeds/positions. | ||
|- | |- | ||
− | |[[ | + | |[[Repair Command|Repair]] (R) [[File:Repair.png|none|32px|link=Repair Command]] |
|Repair a live unit; Assist construction. | |Repair a live unit; Assist construction. | ||
|Area command. Applies the click command to valid targets in the area, as long as there are any. | |Area command. Applies the click command to valid targets in the area, as long as there are any. | ||
|Only repair live units, do not assist construction. | |Only repair live units, do not assist construction. | ||
|For area only. Persist the area even when no valid targets inside (continue if any new show up). | |For area only. Persist the area even when no valid targets inside (continue if any new show up). | ||
− | | | + | |For area only. Persist the area even when no valid targets inside while only repairing live units. |
|- | |- | ||
− | |[[ | + | |[[Area Mex Command|Area Mex]] (W) [[File:mex.png|none|32px|link=Area Mex Command]] |
|Build a mex at given spot||Queue mexes across the area. | |Build a mex at given spot||Queue mexes across the area. | ||
− | + | |Surround each mex in the area with 2 solars. Works on already-built mexes. If a mex is underwater, 2 Tidal Generators are built instead. If on land and flat space is limited, a Wind Generator will be substituted where a Solar does not fit. | |
− | |Surround each mex in the area with | + | |As with +CTRL, except with only one generator per mex, chosen as appropriate. |
− | | | + | |As with +CTRL, except with four generators per mex, chosen as appropriate, one on each side. |
| | | | ||
|- | |- | ||
− | |[[ | + | |[[Reclaim Command|Reclaim]] (E) [[File:Reclaim.png|none|32px|link=Reclaim Command]] |
|Reclaim target (unit or feature). | |Reclaim target (unit or feature). | ||
|Reclaim features across the area. | |Reclaim features across the area. | ||
|Area only. If centered on a live unit, reclaim all units of this type in the area. Else, ignore metal-less features, such as trees. There is a menu option to do this by default, in which case trees can be reclaimed either with CTRL or by centering the area on a tree. | |Area only. If centered on a live unit, reclaim all units of this type in the area. Else, ignore metal-less features, such as trees. There is a menu option to do this by default, in which case trees can be reclaimed either with CTRL or by centering the area on a tree. | ||
|Area only. Persist the command even when no features are in the area. | |Area only. Persist the command even when no features are in the area. | ||
− | | | + | |Area only. Persist the command even when no features are in the area while ignoring(or not, depending on setting) metal-less features |
|- | |- | ||
− | |[[ | + | |[[Resurrect Command|Resurrect]] (T) [[File:Resurrect.png|none|32px|link=Resurrect Command]] |
|Resurrect target wreck||Area version. Resurrect wrecks in given area as long as there are any; ignore ones that are partially reclaimed. | |Resurrect target wreck||Area version. Resurrect wrecks in given area as long as there are any; ignore ones that are partially reclaimed. | ||
|Area only. Resurrect even partially reclaimed wrecks (but still not those actively being reclaimed - this requires single target command). | |Area only. Resurrect even partially reclaimed wrecks (but still not those actively being reclaimed - this requires single target command). | ||
− | |Area only. Persist the command even when no resurrectables are in the area. | + | |Area only. Persist the command even when no resurrectables are in the area. Ignores partially reclaimed wrecks. |
− | | | + | |Area only. Persist the command even when no resurrectables are in the area. Resurrects partially reclaimed wrecks. |
|- | |- | ||
|} | |} | ||
Line 170: | Line 170: | ||
* [[Ferry Command|Ferry]] | * [[Ferry Command|Ferry]] | ||
* [[Retreat|Retreat]] | * [[Retreat|Retreat]] | ||
− | * [[ | + | * [[Economy Guide#Reserving resources|Reserve]] |
=== State commands === | === State commands === | ||
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{{Navbox commands}} | {{Navbox commands}} | ||
+ | |||
{{Navbox manual}} | {{Navbox manual}} | ||
+ | |||
+ | [[Category:Commands|#]] |
Latest revision as of 09:53, 16 October 2024
Commands are the orders or directions that players issue to their units throughout a game of Zero-K. Most of the actions and decisions that players make throughout a game are implemented via issuing various types of commands. This page lists and categorizes all the commands with links for details on specific commands.
Contents
Command Types[edit]
There are three main types of command: targeted commands, instant commands and state toggles.
- Targeted commands are issued with a target. Targets can include units and map features (rocks, trees, wrecks) as well as positions, areas and lines drawn that you draw on the map when the command is issued. Targeting lines, areas or multiple units or features is commonly achieved by clicking an dragging.
- Instant commands activate unit abilities that require no target.
- State toggles are standing orders that modify behaviour or toggle certain abilities.
Giving Commands[edit]
Instant commands and state toggles can be issued by clicking their button in the command panel or pressing their hotkey. Right clicking a state toggle cycles the toggle backwards or reset it to a deactivated state, depending on the command. Hotkeys to set a state toggle to a particular state can be bound in the hotkeys menu.
Targeted commands can be issued with either the left or right mouse buttons.
- Click the right mouse button to issue a context sensitive command. The command that will be issued is indicated by the mouse cursor and depends on both your unit selection and the target of the command. Common examples are force fire when the target is an enemy unit and move when the the target is empty ground.
- Click the left mouse button to issue a command selected. To select a command click on its button in the command panel or press its hotkey. The selected command is indicated by the mouse cursor and a highlighted command button. Issue the command (without holding Shift) or right click to deselect the command.
Targeted commands can be modified in many ways.
- Click and drag to draw a circle or a line. Most commands support either line or circle drawing and some support both depending on other modifers.
- Many commands are modified by holding Alt or Ctrl while clicking to issue the command.
- Some commands change depending on whether they are targeted on a unit or the ground.
Queuing and Inserting Commands[edit]
Units maintain a list of commands, known as their command queue, that are executed in order as each command is completed. Most targeted and instant commands can be added to the end of the queue or inserted or inserted into the queue. State toggles cannot be added to the queue and always take effect instantly.
- Hold SHIFT while issuing a targeted or instant command to add it to the end of the command queue.
- Hold SPACE while issuing a targeted command to add it to the start of the command queue, pushing the current command to the second spot in the queue.
- Hold SHIFT+SPACE while issuing a targeted command to insert it at the point in the command queue that would result in the least extra travel time.
A targeted command that is issued without holding Shift or Space cancels the entire command queue, replacing it with the newly issued command. An instant command that is issued without holding Shift or Space immediately executes the command without affecting the rest of the queue. Nobody knows what happens if an instant command is issued with Space held.
Factory Production Commands[edit]
Factories can make use of unit commands to make produced units take specific actions when leaving the factory. For example, units can be set to move to a point or patrol as soon as they are produced.
Unit commands given to factories can also be queued and modified, as above.
Most Common Commands and Modifiers[edit]
Commands can have their behaviour modified using ALT and CTRL, and can be combined with SHIFT and SPACE to queue commands. Some commands also change their behaviour when targeted on a unit or the ground. See each command's page for details.
Command | Click+drag behaviour | Drag behaviour | +CTRL | +ALT | +CTRL+ALT | |
---|---|---|---|---|---|---|
Move (M) | Move units to a point. | Move units into a line. | Move, maintaining current formation. | When dragging, move along a line. | When dragging, move along a line in formation. | |
Attack move (A) | Move to a point, using unit AI while moving. | Same as move, using AI. | Same as move, using AI. | Same as move, using AI. | Same as move, using AI. | |
Patrol (P) | Move back and forth between current position and a point, using unit AI while moving. | Same as move, using AI. | Same as move, using AI. | Same as move, using AI. | Same as move, using AI. | |
Force Fire (F) | Fire at a point | Fire at all targets in an area, in a queue. | When dragging, fire at all targets in an area, splitting fire. | When dragging, fire along a line. | ||
Set Target (T) | Target a unit or point, without moving. Fire at target if in range. Fire normally if out of range. | Target the nearest enemy in the circle. | Target all enemies in the circle, splitting targets. | Target the ground along a line, firing if in range. | ||
Guard (G) | Protect, repair, and assist a unit. | On unit: guard in circle formation.
On ground: guard all units in the circle. |
For circle formation: guard in a specific direction. | For circle formation: guard in a direction relative to unit facing. | For circle formation: do not match guarding unit speeds/positions. | |
Repair (R) | Repair a live unit; Assist construction. | Area command. Applies the click command to valid targets in the area, as long as there are any. | Only repair live units, do not assist construction. | For area only. Persist the area even when no valid targets inside (continue if any new show up). | For area only. Persist the area even when no valid targets inside while only repairing live units. | |
Area Mex (W) | Build a mex at given spot | Queue mexes across the area. | Surround each mex in the area with 2 solars. Works on already-built mexes. If a mex is underwater, 2 Tidal Generators are built instead. If on land and flat space is limited, a Wind Generator will be substituted where a Solar does not fit. | As with +CTRL, except with only one generator per mex, chosen as appropriate. | As with +CTRL, except with four generators per mex, chosen as appropriate, one on each side. | |
Reclaim (E) | Reclaim target (unit or feature). | Reclaim features across the area. | Area only. If centered on a live unit, reclaim all units of this type in the area. Else, ignore metal-less features, such as trees. There is a menu option to do this by default, in which case trees can be reclaimed either with CTRL or by centering the area on a tree. | Area only. Persist the command even when no features are in the area. | Area only. Persist the command even when no features are in the area while ignoring(or not, depending on setting) metal-less features | |
Resurrect (T) | Resurrect target wreck | Area version. Resurrect wrecks in given area as long as there are any; ignore ones that are partially reclaimed. | Area only. Resurrect even partially reclaimed wrecks (but still not those actively being reclaimed - this requires single target command). | Area only. Persist the command even when no resurrectables are in the area. Ignores partially reclaimed wrecks. | Area only. Persist the command even when no resurrectables are in the area. Resurrects partially reclaimed wrecks. |
Full List of Commands[edit]
Common targeted commands[edit]
Common economic commands[edit]
- Repair
- Reclaim
- Resurrect
- Area Mex
- Structure placement commands
- Unit construction commands
- Terraforming commands
Instant commands[edit]
- Stop
- Wait
- Detonate
- Self Destruct
- Cancel Target
- Return to Airbase
- Recall Drones
- Clear Production Queue
- Stockpile
Transport commands[edit]
Unusual commands[edit]
- Newton firezone commands
- Morph
- Upgrade Commander
- Stop Commander Upgrade
- Drop Bombs
- Unleash Lightning
- Teleport Beacon
- Drop Depthcharge
- Speed Boost
- Evacuate
Global commands[edit]
State commands[edit]
- Fire State
- Move State
- Repeat
- Overkill Prevention
- Retreat
- Build Priority
- Build Misc
- Factory Assist
- Cloak
- Unit AI
- On/Off
- Idle State
- Float State
- Trajectory
- Fire at Radar
- Dive State
- Area Cloak
- Gunship Strafe
- Kill Captured
- Drone Construction
- Impulse Mode
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