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 |