[Q] Two displays with maps

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Wolverine1970
Posts: 8
Joined: Mon Oct 27, 2014 5:19 am

[Q] Two displays with maps

Post by Wolverine1970 »

Hi,
I'm new here and played Command couple times. I have two displays but I have not find way to use 2 displays with maps ( one large and other zoomed ). I this feature possible? I remember that old Harpoon game it was
If possible how to do it.
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scottb613
Posts: 186
Joined: Sat Aug 09, 2014 7:19 pm

RE: Two displays with maps

Post by scottb613 »

Hi Kimmo,

Yeah - I run two monitors as well but I don't think you can have two maps... I usually have the map on one and the - database viewer - log file - and - mission editor on the other...

Regards,
Scott
Wolverine1970
Posts: 8
Joined: Mon Oct 27, 2014 5:19 am

RE: Two displays with maps

Post by Wolverine1970 »

Already use 2 displays as one for map one for database viewer etc. It would be handy if you can copy zoomed area as new window.
LeZerp
Posts: 13
Joined: Wed Sep 17, 2014 6:52 pm

RE: Two displays with maps

Post by LeZerp »

Yes!
The ability to have more than one map was one of the best features in the old harpoon game!
Tomcat84
Posts: 1952
Joined: Wed Jul 10, 2013 5:13 pm

RE: Two displays with maps

Post by Tomcat84 »

Don't forget you do have the ability to save certain views and zoom levels.

Select the unit you want the view to be on, set your zoom level and press Ctrl plus a number key (e.g. Ctrl + 1).
Now when you have moved the camera if you press 1 you come back to it. Can use 1 through 0. Remember you do have to select a unit that it will center on, you cannot blindly save an empty piece of land, it will always center on a unit.

From the manual addendum:

Quick-jump slots. This allows the player to quickly & easily jump between locations/views of the battlefield without map zoom/pan delays.

How they work:

To store a slot: Select a unit/contact. Press Ctrl+[num], where [num] = 1…0 . The unit selection & camera altitude are now stored on slot No.[num] (and persisted per-side).
To jump to a saved slot: Simply press [num]. If a slot with that index exists, the camera will move to the marked unit location & altitude.
If you are using tracking-camera when saving a slot, this setting is also saved and enforced the next time you jump to this slot.


Great feature that should help out I hope!
My Scenarios and Tutorials for Command

(Scenarios focus on air-warfare :) )
nocacounsel
Posts: 58
Joined: Fri Dec 26, 2008 5:54 pm

RE: Two displays with maps

Post by nocacounsel »

ORIGINAL: Tomcat84

To store a slot: Select a unit/contact. Press Ctrl+[num], where [num] = 1…0 . The unit selection & camera altitude are now stored on slot No.[num] (and persisted per-side).

An incredibly helpful feature, but in Build 573 pressing CTLR+0 [zero] has no effect like the other 1-9 keys. I've tried using both the number keys above QWERTY as well as the numerical pad, but no dice with either key. Me or a bug?
Wolverine1970
Posts: 8
Joined: Mon Oct 27, 2014 5:19 am

RE: Two displays with maps

Post by Wolverine1970 »

Have to try this qiuck save slot feature. Thanks for tip. There is quite many features which I don't have a clue yet. I suppose that I have to study hot key list more...
Tomcat84
Posts: 1952
Joined: Wed Jul 10, 2013 5:13 pm

RE: Two displays with maps

Post by Tomcat84 »

Maybe it's only ctrl 1 through 9 then, sorry :)

Hotkey list is useful for a quick look, but also check out the manual addendum I mentioned:

http://www.warfaresims.com/?page_id=2695

and the Mega FAQ:

http://www.warfaresims.com/?page_id=2920

My Scenarios and Tutorials for Command

(Scenarios focus on air-warfare :) )
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