My issue is this: I have seven shipyards for Starfleet. My construction ship builds all of them. But I can only use the hotkeys I programmed for two of them-- 'fyard' and 'fyard2'. If I try to use a hotkey for 'fyard3', for instance, even if it's preprogrammed in the .ODF with.... hotkeyLabel = "HOTKEY_F3" ....I can mash F3 all day and it'll still not build the item. I haven't tried it yet but I'm betting that if I change 'fyard2' to have something other than.... hotkeyLabel = "HOTKEY_F8" ....then it's not going to work. Has anyone else encountered this problem? Has anyone resolved it? I'm hoping that it's *not* hardcoded and that there's a way around it, but I've read every file I could find looking for information on this and now I'm out of options. On the same topic-- I programmed the eight ships I build through one of those shipyards with hotkeyLabels F1-F8 and none of them build! The only ship that responds is the Defiant class "fdestroy.odf" and that, too, came preprogrammed with the game! I'm wondering how some mods I've seen like Ash's Apocalypse mod or FleetOps get around this when they've completely rewritten the .ODF tags to follow a different order than the programmers had, too. Any guidance or help that can be offered on how to fix this would be appreciated. Keep on moddin' in the free world!
The reason it wont work is because some other station that the ship builds has the hotkey of F3 already, you have to redo all of the hotkeys to the corresponding position on the build menu for the ship. It should take a few minutes at most and this should fix the problem. This is also most likely for your ships, but consult [COLOR="Blue"]Westworlds Big Book Of Modding[/COLOR].
Westworld had nothing to say on the subject of hotkeys. I don't quite understand *why* this doesn't work when it's programmed to work. It should be programmable. Edit: This was starting to drive me crazy so I investigated. I programmed "fyard" to have each ship in sequence built with hotkeys F1-F10. The ships were as follows: //Construction Parameters buildItem0 = "flisbon" buildItem1 = "fdestroy" buildItem2 = "fdestroy2" buildItem3 = "fcruise1" buildItem4 = "fcruise2" buildItem5 = "gcutter" buildItem6 = "fdawnstar" buildItem7 = "ffrigate" buildItem8 = "fperseus" buildItem9 = "fprom" As I pressed each button, here's what I got. Keep in mind I had programmed each one to be " hotkeyLabel = 'HOTKEY_Fx' " where x represented the sequence (so buildItem0 = F1, etc). F1 - ffrigate F2 - fdestroy2 F3 - fdestroy F4 - fcruise1 F5 - fcruise2 F6-F10 - no ship built The fact is, "ffrigate" would've built after pressing F8 if the hotkeyLabel did anything at all. But (as it would be if hardcoded, since "ffrigate" is supposed to build first in sequence at "fyard2" in the standard game) instead it built first. This in spite of the fact that I'm using a whole different ship from the Aegian class as my "ffrigate": Major Payne's Poseidon class. And I don't know why the Sabre class starship (fdestroy2) built in sequence AHEAD of the Defiant class starship(fdestroy). Those .ODF files have the tag changed in them so they should build in proper order. So, it would appear that the "hotkeyLabel" tag in the .ODF file is useless, unless someone can point me in a direction other than Westworld on the subject. I really, really want this to work, so if anyone knows how, I'd appreciate the help.
Hello: The Hotkey label in the ODF is not useless, but it will only tell you ingame what button you should push to make it build or be built. The real thing you should change is in the Armada2's root directory, the file is Input.map That file will allow you to change the hotkeys, but please be careful while changing the information because you could make your game crash.
That was EXACTLY what I wanted to know! Thanks for your help, Chiletrek! :)