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Hot Keys
Every unit command has a hot key, or keyboard shortcut, associated
with it. Holding the cursor over any unit command button will
display the name of the command. Note that one of the letters
appears in Yellow-- this is the hot key for that command. Using hot
keys for special abilities, attacking, and construction can save a
lot of time.
Follow
If you have a unit or a group of units selected, you can order it to
follow another unit by right-clicking on a friendly or neutral unit
to be followed. This is handy to move large forces that cannot be
selected in one group. Unless the leader decides to attack, units
will only follow and will not acquire units to attack on their own.
If the leader chooses to attack and the followers are within range,
they will break command and engage in the attack with the leader.
You can tell a unit to follow another unit by selecting a unit, then
right-clicking on the unit that you want it to follow. You can then
tell another unit to follow the unit that was told to follow the
first unit. Still with me? You can then daisy chain a group of
units, telling each unit to follow another one, until you have a
long group following one unit. Then, you need only to control the
main leader of the line to direct the strung out targets to their
destination. This can allow you to control over 12 units (the
selection limit) at one time.
Following is useful in scouting. This is especially the case when
you want to follow a unit you cannot attack. For example, if you
have a Goblin Zeppelin and you see an Orc Grunt you want to follow,
you can order the Goblin Zeppelin to follow him by right-clicking on
him with the Zeppelin selected. Undead players can select a Shade
and right-click on an enemy Hero to make the Shade follow the enemy
Hero wherever it goes.
When moving a number of units through a tight area, you will notice
the rear units will never move. The computer assumes the middle
units are never going to move and gives up because there is no
route. Click on the destination until the rear units start moving,
and they will as soon as the middle units move.
The computer doesn't count moving units as obstacles (unless next to
them). A unit will remain stopped looking for a route for about two
seconds before giving up and remaining stationary.
Selecting Multiple Units
In addition to dragging a box around multiple units to select more
than one unit, you can select multiple units of the same type by
holding the Ctrl key and left-clicking on one unit. You can also
select multiple units of the same type by double-clicking on a unit.
All other units on the screen of the same type will be selected.
Adding Units to a Group
To add units to a group, hold down the Shift key and left-click on
the desired unit while you have your group selected. The unit will
then be added to your group. To drop a unit from a group, select
your group, then press Shift and left-click on the unit.
Idle Worker (Peon)
The number of any Idle Workers that exist in the field is displayed
by an icon in the lower left-hand side of the main view screen,
above the minimap. Clicking this icon will automatically select and
cycle through your idle workers. Pressing the F8 key also achieves
the same function. Give them commands to either harvest Gold or chop
Lumber to remove this icon.
It is also possible to press the tilde (~) key to select and cycle
through idle workers.
Cycling Through Multiple Town Halls
If you have more than one Town Hall or its equivalent, you can
quickly cycle through them by pressing the Backspace key. Each
instance of Backspace will center your view on a Town Hall.
Last Transmission
Whenever you hear a unit transmission, such as "We're under attack!"
or "Building complete," etc., press the Space Bar to center the
screen on the location of the last transmission. This comes in very
handy, especially in the case of a unit being completed.
Pressing the Space Bar multiple times will cycle through a history
of unit transmissions for up to 8 transmissions. This can allow you
to reach an older unit transmission that you may have missed.
Control Groups
Managing an army in the thick of battle can be a burdensome
endeavor. In a particularly large skirmish, it might be hard to find
your troops and select them with the mouse. To better manage your
armies, you can organize them into command groups. You can have up
to 12 units in a group. Once you have formed a group, you can set it
to a number by pressing Ctrl plus a number key from 0 to 9. If you
need to recall that group again, you can press the number
corresponding to that group. Pressing the number key twice in quick
succession centers your view on the group.
Careful use of control groups can be vital to building up your
forces during the heat of battle, and being able to rapidly respond
to unexpected attacks.
By assigning a control group to your Town Hall or Great Hall, you
can quickly center on your town by pressing the group key twice. It
also allows you to quickly select the building and begin training a
new worker. For example, if you have a Town Hall set to group 1, you
can press 1 then P to train a new Peasant without pulling your
attention away from whatever you're currently doing.
You can also use control groups to assign groups of the same
buildings. You can assign all of your Barracks to a single key.
You can also use control groups to assign groups of specific units
that you want to find and control easily, such as groups of Grunts,
spell casters, or flying units. etc. Use it on spell casters so they
will be easier to find.
You cannot assign a group of towers to a control group with other
buildings in the mix.
Sub Groups
Warcraft III gives you an unprecedented amount of control over your
grouped units. When you select multiple units together, all units of
the same type are grouped together in your unit card display. Each
grouping of like units in a larger group is called a subgroup.
Subgroups are generally ordered from left-to-right according to
Heroes, spellcasters, and units with abilities, with pure melee
units being last.
The mini portraits of your currently selected subgroup are always
highlighted and larger than the portraits of unselected subgroups.
You can select the next subgroup by pressing the Tab button. To
select the previous subgroup, press Shift plus Tab. By Shifting to
different subgroups within a group, you can use their special
abilities or spells without ever having to deselect the group as a
whole.
You can use "special" commands for individual units without having
to deselect your group.
When multiple unit types are in a group, any basic order (Move,
Attack, etc) given to group will be completed by the entire group.
You will also have a subgroup selected. This means one unit TYPE
will have his special commands available in your command card
(spells, inventory, etc). If you use one of these buttons only the
units with that ability will use the command.
Pressing Tab will select the next subgroup (i.e. next subgroup of
lesser or equal priority)
Pressing Shift-Tab will select the previous subgroup (i.e. previous
subgroup of greater or equal priority)
The portrait model will change to represent the selected subgroup.
This way you can always tell which subgroup is active.
Subgroups are sorted by priority, with the highest priority units
being placed first, and lowest being placed last.
You can select your subgroup in the info card. When units of
different types are group selected, you will see which unit type is
in a subgroup by the size and highlight of the unit's portrait. To
select a new subgroup, LEFT-click a new unit type (you will see all
these units now have a big portrait and highlight). To select an
individual unit, you must first select that unit type (to subgroup
them) and then Left-click on the unit portrait.
If you have multiple casters in a subgroup and give them the command
to cast a spell, only ONE of the casters will be given the order to
cast the spell. For example, if you had 3 Sorceresses selected and
wanted them to cast 2 Polymorphs on different targets, this would be
extremely easy to do without having to break subgroup.
You can cast spells on units in subgroups by casting or selecting a
spell and LEFT click on a unit portrait that in the group selection.
Example: Your subgroup contains a Lich and some Ghouls. Press Tab
until the Lich shows up. LEFT click on Frost Armor then Left click
on a Ghoul in the status window subgroup.
Heroes are sorted by level. The highest level Hero will always sort
the highest in your group selection.
Units with "de-buffs" on them will display with a red miniportrait
in your infocard.
Units with a item in their backpack are split from other units of
the same type that don't carry any item. For example, if you have 4
Grunts in a group, as soon as one of them takes an item from the
ground or at a shop, your Grunts will be split into two subgroups.
If a second Grunt also takes an item, then you'll have three
subgroups (1 Grunt with item A ; 1 Grunt with item B ; 2 Grunts with
no items in their backpack). There is a second case of
"de-grouping", if you have 5 Spirit Walkers in your Control Group,
and you turn 2 of them into Corporeal Form, you'll then have them in
two separated subgroups. (and if some of them carry items, it could
lead to up to 5 separated sub-groups)
Subgroup Control Key
Holding down the Ctrl key while issuing an order only gives the
order to the highlighted subgroup. This feature is very handy for
using concentrated firepower and moving Heroes into and out of
battle without breaking your selection. This key must be enabled in
the options menu: Options --> Gameplay --> Subgroup Order modifier
key;!
Group Select
You can group select up to 12 units.
You can target spells on units in your selection group. This works
fantastic for healing spells. Next time you have a Paladin with Holy
Light don't bother targeting units on the screen (unless you want
to), instead target the spell on the unit portrait in your group
selection.
To add units to a selected group of units hold down Shift and
left-click on them.
Formations
Units are automatically placed in formations when units are group
selected and moved about the map. Formation behavior ensures groups
arrive at destinations together (rather than single file) and has
the appropriate units in the front. Melee units are typically placed
up front followed by ranged units such as Archers, then spellcasters
and Siege Units.
Bypassing Formations
When a group of units is given the Move command, they will all move
in formation, occasionally pausing along the way to let slower units
move into position to maintain the integrity of the formation. If
you instead want the units to move to a location at best possible
speed, you may hold down the Alt button while right-clicking on
their destination.
The F1-F3 Keys
The F1-F3 Function keys can be used to move the screen to the
player's Heroes. When Heroes are created, they are assigned a
function key (up to F3). You can see which key is used for each Hero
by mousing over the Hero's portrait in the top left of the screen.
Pressing the function key once selected the Hero. Pressing it again
moves the screen to the Hero's location.
If an allied player drops, F4-F6 Function keys will be assigned to
your ally's heroes.
Inventory Hot Keys
Use the number keypad as hot keys for items: keys 7 & 8 correspond
to slots 1 and 2, keys 4 & 5 correspond to slots 3 and 4, and keys 1
& 2 correspond to slots 5 and 6.
Setting Waypoints
Warcraft III allows you to guide units along using waypoints. Select
the units, then hold down Shift. While holding Shift down, select
Attack then while continuing to hold down Shift, repeatedly select
attack and click on each point on either the mini-map or main screen
you want the units to travel to. When you are done, release Shift.
You can also do the same thing by right-clicking on the map, but
that will issue a Move order instead. As your forces are traveling
to the various waypoints, they will not stop or respond to any
attacks on them. Move should only be used if you don't think the
units will be attacked.
Setting waypoints is very useful when scouting by air. Select an air
unit, then set a waypoint at each resource spot. The flyer will head
off to each resource spot. This is very good when used with Goblin
Zeppelins and Dwarven Flying Machines.
Use Waypoints to guide your troops through difficult areas.
There is a limit of 35 Waypoints that you can use.
Waypoints will display graphically on the screen.
Queuing Commands
Assigning waypoints and queuing commands are effectively the same
thing. To queue commands, hold down the Shift button, and issue
commands to the unit, clicking on the mini-map or on the main
screen. When you have issued all your commands, release the Shift
key. Each unit is capable of queuing several commands at once singly
or when group selected. You can queue most commands such as
left-clicking, right-clicking, Stop, Attack, Hold Position, Move,
Patrol, and Load/Unload. There is a limited number of commands that
can be queued-- you will receive a message indicating when you have
reached that Queue limit.
For example:
Command a Peasant to build then harvest Lumber. Hold down Shift and
select the building you want to build and click where you want it
built. Then, right-click on Lumber. When the Peasant is done
building, he will start harvesting Lumber.
Queuing Enemy Targets: It can be very useful to queue up a list of
targets for ranged attackers. This can allow you to move your focus
elsewhere letting the ranged units fight on their own. Simply select
the group of ranged units, hold down Shift and hit A for attack (or
right-click) and select all the enemy units you want to attack. Now
release Shift and let them go. Make sure that your ranged units
don't chase an enemy if the enemy commander tries to lead your army
away. You may also find this useful for Creeping.
Queuing Units
It can be helpful to group select similar unit producing buildings
then assign them to a hot key. Then when you want to create units
simply hit 1 (or whatever number you assign it to) then the hot key
of the unit you wish to train.
Queuing Units and Upgrades
You can queue both units and upgrades at the same time. Simply
select a unit, then click on an upgrade, then click on another unit.
That way you can tell a unit producing building to research an
upgrade, then go back to making units again.
Health Bars
You can display the Health Bars of units and buildings on screen by
holding down the Alt key.
"[" can be used to display the Health Bars for only your (friendly)
units and buildings only, and "]" can be used to display the Health
Bars for only your enemy units and buildings (and hostile neutral
units as well)
Zoom
To zoom in your view and see the screen from a ground perspective,
roll your mouse wheel forward. To pull back for a more bird's eye
view, roll your mouse wheel backward. You can also press the Page Up
and Page Down keys on your keyboard.
Rotate Camera
Hold down insert to rotate view 90 degrees left and hold delete to
rotate view 90 degrees right. Letting go of the key will snap the
view back to center.
Select Unit
Certain buildings such as Neutral buildings have a Select Unit
button. Click it, then select the Hero or unit you want to use to
activate or use the building. Right-clicking the Hero or unit does
the same thing.
Automatically Bypassing the Creeps
Have you experienced problems where units suicide themselves into
the Creeps as they are trying to reach your hero? You can solve this
by using building way points to steer around the Creep camps. This
is sometimes easier or safer than clearing the creeps or manually
moving units around them.
Select the unit producing building(s) and right-click on an area in
your town or past the first area you want to avoid
Now hold down shift and continue to right click to create way points
on the minimap.
While continuing to hold the shift button, finally right-click on
your Hero's portrait and release the shift button.
If you did this correctly, newly created units will now follow the
way points to your Hero while avoiding the Creep camps. After
reaching the last way point, the units will finally head toward your
Hero. You will have to continue to modify these way points
throughout the game as your Hero heads around the map. If you do not
change the way points, units will follow the way points off into
nowhere before coming back to your Hero or may wander into other
Creep camps depending on your Hero's location. .
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