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This mod is essentially a revamped Don't Deselect, with many extra features and improved compatibility.
Requires Mod Options Framework
If you disable this mod, and are having problems with double-select-centering, go into the console (ctrl+f8) and enter "cg_cmdrDoubleSelectTime 500" without the quotes.
Download:
Requires HoN Mod Manager and Mod Options Framework
v1.80: locktarget.honmod
Features:Code:Older versions: v1.70: locktarget.honmod v1.60: locktarget.honmod v1.51: locktarget.honmod v1.50: locktarget.honmod v1.40: locktarget.honmod v1.30: locktarget.honmod v1.22: locktarget.honmod v1.1: locktarget.honmod
Don't Deselect
When your currently selected target enters the fog or becomes invisible, it won't be deselected. This allows you to continue to view that target's items/health/mana.
(Note, this will NOT update the target's information. It simply shows the information from the last time the target was visible.)
When the target is visible and active (and the target's information is being updated), the UI looks like this:
When the target is not visible, it is inactive (and the target's information is NOT being updated), the UI looks like this:
Press ESC, or whatever key you rebound it to, to clear the target, and display the normal command buttons.
Automatic Reselect
If your selected target enters the fog, and then later re-emerges, this mod will automatically reselect him.
The same applies to invisibility. If your target goes invisible, this mod will reselect him as soon as he becomes visible.
Attack Target Hotkey
This mod adds a rebindable-hotkey to the game options. This hotkey is called "Attack Target"
When you press this hotkey, your hero will automatically try to attack the target you have selected.
Also, if you are currently choosing the target of an ability (ie. you are using the cross-hair cursor), and you press this hotkey, your hero will automatically use that ability on your selected target.
Announce Target Hotkey
This will display the name of the current target in Team Chat
Known Issues
ChangelogCode:-The attack/move icons are greyed out. This is to prevent a bug that would occur if you click them. To move/attack, use a hotkey. -Double-select-centering is disabled (other than for your hero) when your target is inactive.
Code:v1.80 -All Right Click Deny functionality removed. v1.70 -Updated for HoN v1.0.0 v1.60 -Integrated Right Click Deny -Moved the hotkeys to Mod Options Framework -Added announce target hotkey -Fixed a bug with left-click becoming nonresponsive v1.51 -Fixed a bug with left clicking while in spectator v1.50 -Updated for FE2 v1.40 -Fixed another control bug -Double selecting your hero will now center the camera correctly. v1.30 -Fixed a bug that prevented you from controlling Wildsoul's bear or ophelia's creeps v1.2 -Fixed a bug that caused your hero to freeze when you issue attack/move/patrol commands -Fixed a bug with conflicting hotkeys -Fixed a bug that caused an annoying clicking sound to loop when the target is inactive v1.1 -Fixed a bug that would cause a spam of "Invalid Target" when your target was inactive. -This mod will no longer permanently set cg_cmdrDoubleSelectTime to 0 -Fixed a bug that allowed the Attack Target hotkey to work when you have no target selected. v1.0 -Initial release
Last edited by AsiaPingPong; 07-04-2010 at 02:51 PM.
My mods: | Movable Frames | Spell Channeling Bar | Enhanced Buff Icons |
Lock Target | 2D Hero Portrait | Stash in Shop
Nice.
Last edited by MaxGhost; 02-20-2010 at 11:30 PM.
"This mod adds a rebindable-hotkey to the game options. This hotkey is called "Attack Target"
When you press this hotkey, your hero will automatically try to attack the target you have selected."
I can see much use for this ^^. Thanks
Perfect, now, can we get a MiniUI compatible version? It works with MiniUI, it's just missing the indicator for active or inactive.
edit: disregard this
Last edited by neivax8; 02-21-2010 at 04:03 AM.
Nice work Asia!
Current Project: HoW40K - UI/FX CoderOriginally Posted by IRC
it is not really a bug,
just that the frames hasnt took up any icon to display since it is set to visible and you just opened the game
to fix that just select a building or an allied creep/hero
MiniUI support will make me happy.
^it is supported(tested it myself), well sorta..... the active/inactive indicator is the only part that is missing
This makes juking way harder. I don't like mods like this should be allowed.
-IceFrog"The game will be way better than the 2 major competitors combined, we have upgraded the gameplay and systems and everything to inhuman levels. Also, I don't want to comment some of the features of our competitors but I got to say that at least our servers will be up all the time. We don't want to disappoint our customers. If you liked DotA you will love Dota 2."
When asked about Dota 2 compared to its competitors.
Yea if you ask me, the mod will re-select the hero & issue an attack command for you with 1 button press?
I'm pretty sure this is bordering on Bot systems
My mods: | Movable Frames | Spell Channeling Bar | Enhanced Buff Icons |
Lock Target | 2D Hero Portrait | Stash in Shop
For some reason, it wrecks my startup.cfg to not recognize focusing my hero after double tapping F1 or after doubletapping the ctrl group i assigned to.
I had to make a fresh one to fix it
YOU CAUSE ME GRIEF MAN! you used to be cool
Last edited by KaliKot; 02-21-2010 at 12:41 PM.
S2 just surrendered to LoL
A couple of odd behavior bits:
1) If you select a new unit to control (e.g. via F1, as KaliKot noticed), SelectedVisible0 gets set to "false", so you immediately reselect the locked target, making double-tapping to center the camera impossible. I guess one way to fix this might be to do something like intercepting orders to change the active unit, and just issuing a center camera command if that unit is already active.
2) ToolTargetingEntity is only true when targeting skills. If you just issue an OrderAttack command, ToolTargetingEntity remains false. I suspect this means that if the locked target goes from invisible to visible while you have OrderAttack up, you'll immediately issue an attack command on the locked target, which might be undesirable. I would suggest intercepting OrderAttack and using a custom trigger for determining whether you're targeting (unless there's a cleverer way to do this). I guess this might hold for OrderMove and stuff too, but does anybody actually ever use those?
the selection sound gets played every time which gets kind of annoyingso you immediately reselect the locked target
Last edited by mpcvzero13; 02-21-2010 at 03:00 PM.