Editing Hotkeys

 

Basic Points of Making a Hotkey

Path: Fleet Operations/Data/Input.map

All hotkeys for any user interface function in the game can be found in the Input.map file. So long as you do not alter the hotkey in the ODF, changing hotkeys in Input.map will not affect multiplayer compatibility.

Each section is labeled appropriately and it is relatively simple to determine which areas of the Input.map file contain references to the type of hotkey you would like to input.

The very first section lists what each control key on your keyboard corresponds to in the ODF hotkeylabel entries and the rest of the Input.map file:

##########################################
#
# STAR TREK Input Map
#
# Modify these to update the keyboard and
# mouse configuration.
#
##########################################

####################
# Key Descriptions #
####################

For instance:

# Control Key // Indicates the key you press. "#" indicates a comment for these type of files
control {
    + keyboard    Control // Indicates what the game uses to reference that key when making hotkeys. "+" indicates use, "-" indicates disuse
} // The bracket closes the hotkey entry

Note that there must always be four hotkeys listed for a single bracketed reference, even if three are not used (as can be indicated by the minus character).

To remove an existing hotkey from the Input.map file, simply delete (or comment out, using "#") the entry.

Unit / Ability / Build Hotkeys

When you create a new hotkey for building a unit, or for a unit (vessel, station, research) or an ability, you will need to add it under this entry:

#########################################
#########################################
######  Fleet Operations Inputmaps  #####
#########################################
#########################################

Each reference may be one of two types:

bc_ // Build Control: used to assign a hotkey to a ship / station / research
wc_ // Weapon Control: used to assign a hotkey to a special weapon / ability

To give a particular unit a hotkey(s), the unit's ODF name must first be specified (no .odf extension required):

bc_intrepid { // This is a build control hotkey for the Intrepid
    + keyboard C // Pressing "C" is part of the hotkey.
    - keyboard Shift // Not used
    + keyboard Control // Pressing "Control" is part of the hotkey.
    - keyboard Alt // Not used
}

To activate the hotkey to build this unit, "Control" and "C" on your keyboard must thus be pressed at the same time.

Generally in Fleet Ops, F1-F12 are used to access the build station hotkeys from a constructor, while the keyboard letters are used to build or research from a yard or station (as well as access some special weapons). These hotkeys almost always consist of a single command.

Adding a Hotkey to the In-Game Tooltip

Note that while the unit does not require a hotkey to be shown in the tooltip in order to be used (so long as it is present in Input.map), it is nicer if it is referenced in the unit's tooltip as well.

The proper ODF line, hotkeylabel = "GAME-HOTKEY-{the actual hotkey}", can be found in the Ship ODF Template. To make a hotkey not show up on a unit tooltip, simply remove (or comment out) the line, "hotkeylabel," from the unit ODF.

Hardcoded Hotkey Labels ###

incomplete, may be missing hardcoded hotkey labels

Hotkey Label  When The Label Is Used
group_select_# Command grouping (create each group by holding ctrl and the given key)
group_deselect Deselect from group
other_group_deselect Deselect from group
enter_waypoint Modifier key to enter a waypoint
select_all Select all units on-screen: requires is_starbase = 0
select_next_ship Ability to cycle through all ships: requires is_starbase = 0
select_next_non_combat_ship Ability to cycle through ConstructionRigs, Freighters, and RepairShips: requires classlabel = "constructionrig", "freighter", "repairship" or "cargo_ship": requires is_starbase = 0
select_next_combat_ship Ability to cycle through all units (not classlabel = "constructionrig", "freighter", "repairship" or "cargo_ship"): requires is_starbase = 0
select_next_trade_station Ability to cycle through all TradingStations: requires classlabel = "trading_station" and is_starbase = 1. Brecylce.odf is also hardcoded to use this hotkey
select_next_construction_ship Ability to cycle through all ConstructionRigs: requires classlabel = "constructionrig" and is_starbase = 0
focus_next_selected Put the focus on the current and next selected unit
grid_toggle Toggles the map grid
tactical_shroud_toggle Toggles the visual layer of the shroud and fog of war (in Cinematic View Mode)
debugging_toggle Toggle the display of debugging info ??? nonfunctional???
timing_toggle Toggles display of timing for the single player or network game
quadtree_toggle Toggle the display of the quadtree ??? nonfunctional???
radar_toggle Toggle the fog and shroud on and off in singleplayer ??? nonfunctional???
bounding_boxes Toggle the display of bounding boxes
bounding_sphere Toggle the display of the object bounding sphere ??? nonfunctional???
ai_onscreen_display Show AI debugging info
AI_logging_toggle Turn on AI logging ??? nonfunctional???
switch_camera_shot Switch to position of last event message
vtune_Toggle ??? nonfunctional???
setFormationOrientation ??? nonfunctional???
memory_toggle Toggle showing memory information
save_game Saves game
toggle_interface Removes various interface elements
save_3d_path Save path to file ??? nonfunctional???
all_objects Open the Dialog box which shows all game objects in editor mode
change_map Edit the map size and map parameters in editor mode
cut Cut objects
copy Copy objects
paste Paste objects
avoidance_dialog Open the obstacle avoidance dialog box ??? nonfunctional???
object_dialog Bring up the property dialog for an object in editor mode
erase Delete object or path point
deleteAllPathPoints Delete all pathpoints for a path in editor mode
restore Restore this object to the original .odf settings in editor mode
restoreAll Restore all objects to the original .odf settings in editor mode
ai_team_up AI debug team selection
ai_team_down AI debug team selection
scroll_right Pan (scroll) camera right
scroll_left Pan (scroll) camera left
scroll_up Pan (scroll) camera up
scroll_down Pan (scroll) camera down
camera_rotate_minus Rotate camera clockwise (in Cinematic View Mode)
camera_rotate_plus Rotate camera counter-clockwise (in Cinematic View Mode)
center_player Recenter camera on mission start (start position)
toggle_tactical Toggle in or out of "tactical" (immersive, ship-level) view
reset_view Reset the view for the current camera to face in the same direction as the featured unit and zooms in slightly (in Cinematic View Mode)
zoom_factor_minus Zoom camera out
zoom_factor_plus Zoom camera in