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UI.INI

Formats

Added in 0.2.0Changed in 0.2.0

Sets how a selected object's order lines, a firing vehicle's sighting laser and a control group number are drawn.

Format
Kind
Configuration file
Filename
UI.INI

The file is optional and every key has a default, so a file names only what it changes. The order-line and sighting-laser keys go in [Ingame], and the control group number keys go in [Pips]. The values below are examples.

UI.INI
[Ingame]
AlwaysShowActionLines=yes
MovementLineDashed=yes
MovementLineColor=0,255,0
NavComQueueLineThick=yes
[Pips]
UnitWithPipGroupNumberOffset=-4,-15

Write a color as three numbers from 0 to 255 for red, green and blue, separated by commas. A color value that does not start with three comma-separated numbers keeps the default. Anything after the third number is ignored. Action lines explains what each line is and when it is drawn.

An object whose pips are drawn also shows its group number when its group is one of the ten the player’s control groups use. The number is the group’s key, 1 to 9, or 0 for the tenth group. Eight [Pips] keys set where it is printed, one pair for each kind of object:

ObjectWithout pipsWith pips
VehicleUnitGroupNumberOffsetUnitWithPipGroupNumberOffset
InfantryInfantryGroupNumberOffsetInfantryWithPipGroupNumberOffset
StructureBuildingGroupNumberOffsetBuildingWithPipGroupNumberOffset
AircraftAircraftGroupNumberOffsetAircraftWithPipGroupNumberOffset

An object uses the “with pips” key when its type’s pip row, which MaxPips describes, has a length other than zero. A type with PipScale=Ammo and the default unlimited Ammo counts as having pips even though it draws none.

Each value is two whole numbers, a horizontal and a vertical offset in pixels, separated by a comma. Positive values move the number right and down. The offset is measured from the point the object’s pips are laid out from, and the number’s top-left corner is placed there:

  • for a structure, or a vehicle with IsCoreDefender=yes, that point is the left-hand corner of its footprint at ground level;
  • for any other object, it is 10 pixels left of and 10 pixels below the object’s position.

The defaults are -4,-4 without pips and -4,-8 with pips. A value that does not start with two comma-separated numbers keeps the default, and anything after the second number is ignored.

Vinifera reads the same eight keys from [Ingame], so move them to [Pips] when reusing a Vinifera file. Setting all eight to -8,-33 gives the position Twisted Insurrection uses.

The game reads the file at startup, after it registers the game archives. It reads the file again each time a scenario or saved game loads, after mounting the archives of the player’s side, so a copy inside a side’s archive applies to games played as that side. It reads the file once more when a match ends and the menus return, after mounting the no-side archives. Each read starts from the defaults, so only the keys in the copy read last take effect.

The file is opened through the game’s file search, so it may be a loose file in any folder the game searches or be inside an archive. A loose copy is used ahead of an archived one. OPENTS.INI lists the folders and the order they are searched in, and its [Files] section can change the file name.

Accepted settings

31 of 31

KeyDescriptionValueWhen omitted
AircraftGroupNumberOffset[Pips]Where a selected aircraft whose type has no pips prints its control group number.point (x,y)-4,-4
AircraftWithPipGroupNumberOffset[Pips]Where a selected aircraft whose type has pips prints its control group number.point (x,y)-4,-8
AlwaysShowActionLines[Ingame]Keeps a selected object's action lines drawn for as long as it stays selected.booleanno
BuildingGroupNumberOffset[Pips]Where a selected structure whose type has no pips prints its control group number.point (x,y)-4,-4
BuildingWithPipGroupNumberOffset[Pips]Where a selected structure whose type has pips prints its control group number.point (x,y)-4,-8
InfantryGroupNumberOffset[Pips]Where a selected infantry unit whose type has no pips prints its control group number.point (x,y)-4,-4
InfantryWithPipGroupNumberOffset[Pips]Where a selected infantry unit whose type has pips prints its control group number.point (x,y)-4,-8
MovementLineColor[Ingame]The color of the movement line, as red, green and blue from 0 to 255.color (R,G,B)0,170,0
MovementLineDashed[Ingame]Draws the movement line as dashes rather than a solid line.booleanno
MovementLineDropShadow[Ingame]Draws a shadow below the movement line.booleanno
MovementLineDropShadowColor[Ingame]The color of the shadow below the movement line, as red, green and blue from 0 to 255.color (R,G,B)0,0,0
MovementLineThick[Ingame]Draws the movement line two rows high.booleanno
NavComQueueLineColor[Ingame]The color of the queued-destination lines, as red, green and blue from 0 to 255.color (R,G,B)74,77,255
NavComQueueLineDashed[Ingame]Draws the queued-destination lines as dashes rather than solid lines.booleanno
NavComQueueLineDropShadow[Ingame]Draws a shadow below the queued-destination lines.booleanno
NavComQueueLineDropShadowColor[Ingame]The color of the shadow below the queued-destination lines, as red, green and blue from 0 to 255.color (R,G,B)0,0,0
NavComQueueLineThick[Ingame]Draws the queued-destination lines two rows high.booleanno
ShowNavComQueueLines[Ingame]Draws the destinations queued behind a selected object's movement line as further lines.booleanyes
TargetLaserColor[Ingame]The color of the sighting laser, as red, green and blue from 0 to 255.color (R,G,B)173,0,0
TargetLaserDashed[Ingame]Draws the sighting laser as dashes rather than a solid line.booleanyes
TargetLaserDropShadow[Ingame]Draws a shadow below the sighting laser.booleanno
TargetLaserDropShadowColor[Ingame]The color of the shadow below the sighting laser, as red, green and blue from 0 to 255.color (R,G,B)0,0,0
TargetLaserThick[Ingame]Draws the sighting laser two rows high.booleanno
TargetLaserTime[Ingame]Frames the sighting laser stays drawn after a vehicle fires.integer15
TargetLineColor[Ingame]The color of the target line, as red, green and blue from 0 to 255.color (R,G,B)173,0,0
TargetLineDashed[Ingame]Draws the target line as moving dashes.booleanno
TargetLineDropShadow[Ingame]Draws a shadow below the target line.booleanno
TargetLineDropShadowColor[Ingame]The color of the shadow below the target line, as red, green and blue from 0 to 255.color (R,G,B)0,0,0
TargetLineThick[Ingame]Draws the target line two rows high.booleanno
UnitGroupNumberOffset[Pips]Where a selected vehicle whose type has no pips prints its control group number.point (x,y)-4,-4
UnitWithPipGroupNumberOffset[Pips]Where a selected vehicle whose type has pips prints its control group number.point (x,y)-4,-8

Source files

Linked at revision 51b52aa38392.

History

  1. Added0.2.0In development

    Draw the whole queued route and both order lines, styled by UI.INI

  2. Changed0.2.0In development

    Name the deployment's own files in OPENTS.INI

  3. Changed0.2.0In development

    Place control group numbers from UI.INI