Guide to Create All Army Key You Can Remove Units From
So this is not a build order but I think it can be a helpful guide as a makeshift way to create an all army key you can remove units from while automatic control group system isn’t fully developed.
We all had a panic moment where we hit the all army hotkey and pulled back a unit that was guarding a base or was going for harassment.
So here is a solution:
- Step 1: Enable automatic control groups
- Step 2: Change control group 1 key to what you want the all army key to be (that is what automatic control group adds all units to). Reassign control groups 2 and 3 to keys that you won’t use. I assign them to 8 and 9.
- Step 3: Reassign control groups (create, add, steal) 1 to 7 starting from control group 4 (these are control groups automatic control group system doesn’t touch). So 4 would be 1, 5 would be 2 and so on.
- Step 4: Assign all army to a hotkey you won’t use. I assigned it to P.
- Step 5: Hide control group UI if you don’t want to see the ugly SPACE BAR text on the first control group.
Note: Don’t leave keys unassigned. There is a bug that causes the key to retain its original function if left unassigned.
If you did all of this correctly, all army key is now a regular control group you can move units in and out of. Great success!
If you unassign 2 and 3, then 2 and 3 still acts as ground and air units. So assign them to 8 and 9. Correcting the OP accordingly.
It should look like this:
I appreciate your time and hope this little tutorial was helpful.
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