Ctrl-Enter when the console is open. One of OpenTTD's many handy-but-undocumented features.Bilbo wrote:BTW how do you make the console maximized?
Patch: Vehicle+town+industry console commands v20 for r19627
Moderator: OpenTTD Developers
Nicebenc wrote:Ctrl-Enter when the console is open. One of OpenTTD's many handy-but-undocumented features.Bilbo wrote:BTW how do you make the console maximized?
And now it is documented on openttd wiki - http://wiki.openttd.org/index.php/Hotkeys
Well, if you know of any other "undocumented" keys, you can add them on that wiki page
If you need something, do it yourself or it will be never done.
My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility
Other: Very large ships NewGRF, Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)
My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility
Other: Very large ships NewGRF, Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)
Well, due to some commands having also parameters, I decided to swap it, so now it is 'train <identifier> <command> [<eventual parameters..>]'. So version 7 is out, check the changelog on top of threadbenc wrote:For me, 'train <identifier> <command>' seems more natural. Either one works though.Bilbo wrote:Usage: 'train <command> <identifier>'
If you need something, do it yourself or it will be never done.
My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility
Other: Very large ships NewGRF, Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)
My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility
Other: Very large ships NewGRF, Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)
Re: Patch: Train (planes,ship...) console commands v8 for r10532
So version 9 is out. It should be probably mergeable in trunk, as the code style should be clean, however I plan to write wagon replacement functions and permorem more thorought testing before attempting to submit it at flyspray for final review ...
Then .. maybe it'll end in trunk, if devs would like this ....
Since the design allows to add new commands or new types of matches easily, anybody then would be able to write patches to add some extra functionality to these commands.
Then .. maybe it'll end in trunk, if devs would like this ....
Since the design allows to add new commands or new types of matches easily, anybody then would be able to write patches to add some extra functionality to these commands.
If you need something, do it yourself or it will be never done.
My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility
Other: Very large ships NewGRF, Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)
My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility
Other: Very large ships NewGRF, Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)
Re: Patch: Train (planes,ship...) console commands v9 for r10575
Version 10 is out.
Also, the manual at http://wiki.openttd.org/index.php/Vehic ... e_commands is now complete.
Reading it can be more comfortable than reading the integrated command help, as unlike the help, the manual is nicely formatted and won't scroll away when using console :)
Edit: Version 11 is out and I think is is stable enough to be candidate for getting into trunk. So I've submitted it to FS (FS#1060)
Also, the manual at http://wiki.openttd.org/index.php/Vehic ... e_commands is now complete.
Reading it can be more comfortable than reading the integrated command help, as unlike the help, the manual is nicely formatted and won't scroll away when using console :)
Edit: Version 11 is out and I think is is stable enough to be candidate for getting into trunk. So I've submitted it to FS (FS#1060)
If you need something, do it yourself or it will be never done.
My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility
Other: Very large ships NewGRF, Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)
My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility
Other: Very large ships NewGRF, Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)
Re: Patch: Vehicles console commands v11 for r10634
Is there a command for trains that can change the Full Load task? If all my trains have the full load task and i want to change it to normal, can I do that with a command or something else?
The rest is confetti!
Re: Patch: Vehicles console commands v11 for r10634
Currently the only command for manipulating the orders is the "skip" command. But I can add some more manipulations to the vehicle orders to the next release, like toggling nonstop, transfer and full load and perhaps some search and replace with orders.
If you need something, do it yourself or it will be never done.
My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility
Other: Very large ships NewGRF, Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)
My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility
Other: Very large ships NewGRF, Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)
Re: Patch: Vehicles console commands v11 for r10634
also you can add a command for adding or removing vagons from trains.
The rest is confetti!
Re: Patch: Vehicles console commands v11 for r11631
I have updated this patch for trunk r11631 (some things have changed since r10634 requiring few changes in the patch). Updated patch is available as attachment in this thread's first post.
No new features were added this time.
No new features were added this time.
If you need something, do it yourself or it will be never done.
My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility
Other: Very large ships NewGRF, Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)
My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility
Other: Very large ships NewGRF, Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)
Re: Patch: Vehicles console commands v11 for r11631
I have updated the patch for trunk r11832. Updated patch is available as attachment in this thread's first post.
Compilation with MSVC is fixed as per Chris's advice. (I don't have MSVC, so I actually have not tested that fix)
Compilation with MSVC is fixed as per Chris's advice. (I don't have MSVC, so I actually have not tested that fix)
If you need something, do it yourself or it will be never done.
My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility
Other: Very large ships NewGRF, Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)
My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility
Other: Very large ships NewGRF, Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)
Re: Patch: Vehicles console commands v11 for r11631
I have updated the patch for trunk r11910. Updated patch is available as attachment in this thread's first post.
Vehicle cloning now accepts parameter (how many clones to make) . If not specified, only one clone is created (as in older versions)
Vehicle cloning now accepts parameter (how many clones to make) . If not specified, only one clone is created (as in older versions)
If you need something, do it yourself or it will be never done.
My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility
Other: Very large ships NewGRF, Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)
My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility
Other: Very large ships NewGRF, Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)
- Vaulter
- Traffic Manager
- Posts: 185
- Joined: 21 Dec 2004 05:35
- Skype: andrey-zaharov
- Location: St. Petersburg, Russia
- Contact:
Re: Patch: Vehicles console commands v13 for r11910
Patch is interesting, besides i not a long time ago have a dream to scriptilize some offen behavior:
to skip station when industry of it doesn't accept some cargo yet it will be great, that, at example, train with GLASS route itself to station that more needed GLASS (skipping other that do not accept it )....
thank you - your patch bring me closer to my dream
to skip station when industry of it doesn't accept some cargo yet it will be great, that, at example, train with GLASS route itself to station that more needed GLASS (skipping other that do not accept it )....
thank you - your patch bring me closer to my dream
Re: Patch: Vehicles console commands v13 for r11910
you can do that already with the more conditional orders patchVaulter wrote:Patch is interesting, besides i not a long time ago have a dream to scriptilize some offen behavior:
to skip station when industry of it doesn't accept some cargo yet it will be great, that, at example, train with GLASS route itself to station that more needed GLASS (skipping other that do not accept it )....
thank you - your patch bring me closer to my dream
Re: Patch: Vehicles console commands v13 for r11910
And that was enough to necropost, and bump this old thread back up?
Re: Patch: Vehicles console commands v13 for r11910
nope, I'm also going to update this patch to the latest revision, if you just bear with me for a while
:EDIT:
As promised, here's a version of this patch that applies to r14565, no other changes whatsoever.
:EDIT2:
Oops, copy&paste error messed up groups in the GUI, all fixed now.
:EDIT:
As promised, here's a version of this patch that applies to r14565, no other changes whatsoever.
:EDIT2:
Oops, copy&paste error messed up groups in the GUI, all fixed now.
- Attachments
-
- train-console-v13-14565.patch
- (36.6 KiB) Downloaded 145 times
Re: Patch: Vehicles console commands v13 for r11910
Updated to r15416, fixed a possible desync problem, no change in functionality.
- Attachments
-
- vehicle_console_r15416.patch
- (36.72 KiB) Downloaded 179 times
Re: Patch: Vehicles console commands v14 for r15892
I have updated the patch and added two new features.
Changes in v14:
Fixed desync with skip to random orders (thanks to Aali)
added 'broken' match to match broken down vehicles
added match for breakdowns since last service
Download the updated patch in the first post.
Changes in v14:
Fixed desync with skip to random orders (thanks to Aali)
added 'broken' match to match broken down vehicles
added match for breakdowns since last service
Download the updated patch in the first post.
If you need something, do it yourself or it will be never done.
My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility
Other: Very large ships NewGRF, Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)
My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility
Other: Very large ships NewGRF, Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)
Re: Patch: Vehicles console commands v15 for r15892
I have posted fixed version of console commands patch:
fixed bug with depot and service:
using them on vehicle that was already going to depot/service cancelled the order instead
added 'undepot' and 'unservice' commands for cancelling depot and service commands
Also, when I discovered the depot/service bugs, I discovered that NoAI API code contain the same bug ... so I reported it as FS#2801 :)
Get new version of patch in first post of the thread.
Also, I am considering enhancing the patch also to town and industry commands.
Some ideas to use are:
Towns: match by name, population, rating, house count, you or one of competitors having exclusive rights, presence of your statue in town, maximal/remaining noiselevel, number of your stations near town, minimal rating of your station in town
Actions: center view, open window, open town authority window, list in console, do any of town actions (advertising campaign, etc ...), plant up to N trees near town on squares where it will have effect on your rating, and in scenario editor: rename, delete, expand.
Looking for town to place for your intercontinental airport?
town noise_remaining>=25 list
Want to buy exclusive rights back everywhere?
town others_exclusive buy_exclusive
Run large ad campaign in all towns where you have stations?
town stations>0 large_ad
etc ... :)
Industries: Match by type, city, production, percent of cargo transported, number of stations that take cargo from it.
Actions: change/increase/decrease/multiply/randomize production (only if particular cheat enabled or in scenario editor), bulldoze (scenario editor only), center view, show window
So, any oppinion on newly planned town and industry commands or ideas for command to add to planned list?
fixed bug with depot and service:
using them on vehicle that was already going to depot/service cancelled the order instead
added 'undepot' and 'unservice' commands for cancelling depot and service commands
Also, when I discovered the depot/service bugs, I discovered that NoAI API code contain the same bug ... so I reported it as FS#2801 :)
Get new version of patch in first post of the thread.
Also, I am considering enhancing the patch also to town and industry commands.
Some ideas to use are:
Towns: match by name, population, rating, house count, you or one of competitors having exclusive rights, presence of your statue in town, maximal/remaining noiselevel, number of your stations near town, minimal rating of your station in town
Actions: center view, open window, open town authority window, list in console, do any of town actions (advertising campaign, etc ...), plant up to N trees near town on squares where it will have effect on your rating, and in scenario editor: rename, delete, expand.
Looking for town to place for your intercontinental airport?
town noise_remaining>=25 list
Want to buy exclusive rights back everywhere?
town others_exclusive buy_exclusive
Run large ad campaign in all towns where you have stations?
town stations>0 large_ad
etc ... :)
Industries: Match by type, city, production, percent of cargo transported, number of stations that take cargo from it.
Actions: change/increase/decrease/multiply/randomize production (only if particular cheat enabled or in scenario editor), bulldoze (scenario editor only), center view, show window
So, any oppinion on newly planned town and industry commands or ideas for command to add to planned list?
If you need something, do it yourself or it will be never done.
My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility
Other: Very large ships NewGRF, Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)
My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility
Other: Very large ships NewGRF, Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)
Re: Patch: Vehicles console commands v15 for r15892
Nice patch - just patched my 0.7.0 with it seems to work just fine thanks
one question is there a way to combine identifiers?
like show all aircrafts from group this that are broken?
one question is there a way to combine identifiers?
like show all aircrafts from group this that are broken?
It is here
Re: Patch: Vehicles console commands v15 for r15892
Any chance of re-name and add-to-/remove-from-group options?
Jon
Who is online
Users browsing this forum: No registered users and 32 guests