Sync error
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Forum Index > StarCraft 2 Strategy |
JaKaTaKSc2
United States2787 Posts
April 01 2013 19:58 GMT
#3281
Sync error ![]() | ||
JDub
United States976 Posts
April 01 2013 21:19 GMT
#3282
On April 02 2013 04:58 JaKaTaK wrote: @JDub Sync error ![]() I will help you fix it. Git is really meant to be done from the command line | ||
Borskey
160 Posts
April 02 2013 08:34 GMT
#3283
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StillRooney
Sweden106 Posts
April 02 2013 10:25 GMT
#3284
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Borskey
160 Posts
April 02 2013 16:39 GMT
#3285
Like- with the Core ZRMM 0.6.3, injects are hold shift and then press P O ; click l click k click What's the proper button sequence for creep spread? (including setting up whatever cameras/CGs, which I left out for injects) (I mentioned earlier I'm fairly new to Zerg) Also with this image: http://imgur.com/jhD7y why is Y on ring-finger? It feels a lot easier and more natural to use my pinky. I hit Y with my pinky while all my other fingers stay on their homerow (IOP), but if use my ring finger my pinky has to move over to G/F and my middle finger tends to move to I (though I can keep it on O if I concentrate) | ||
Fiziks
United States59 Posts
April 02 2013 16:59 GMT
#3286
On April 03 2013 01:39 Borskey wrote: why is Y on ring-finger? It feels a lot easier and more natural to use my pinky. I hit Y with my pinky while all my other fingers stay on their homerow (IOP), but if use my ring finger my pinky has to move over to G/F and my middle finger tends to move to I (though I can keep it on O if I concentrate) I've been wondering this same thing. I'm only just now getting used to hitting U with ring instead of pinky (because pinky is the only one that immediately makes sense for me). It's starting to get easier hitting U with ring, but I have no idea why or how to hit Y with ring without having to look down at the keyboard to find home row again after. The worst part for me is that it forces me to take my pinky of J and when I return, I have no clue if I'm still on home anymore because J is the one I feel the raised notch on. | ||
Borskey
160 Posts
April 02 2013 17:08 GMT
#3287
On April 03 2013 01:59 Fiziks wrote: Show nested quote + On April 03 2013 01:39 Borskey wrote: why is Y on ring-finger? It feels a lot easier and more natural to use my pinky. I hit Y with my pinky while all my other fingers stay on their homerow (IOP), but if use my ring finger my pinky has to move over to G/F and my middle finger tends to move to I (though I can keep it on O if I concentrate) I've been wondering this same thing. I'm only just now getting used to hitting U with ring instead of pinky (because pinky is the only one that immediately makes sense for me). It's starting to get easier hitting U with ring, but I have no idea why or how to hit Y with ring without having to look down at the keyboard to find home row again after. The worst part for me is that it forces me to take my pinky of J and when I return, I have no clue if I'm still on home anymore because J is the one I feel the raised notch on. I think the ONLY thing U is used for in ZRMM 0.6.3 is making infestors. But yeah, I naturally use my pinky rather than ring finger for that. | ||
JDub
United States976 Posts
April 02 2013 17:12 GMT
#3288
On April 03 2013 01:39 Borskey wrote: why is Y on ring-finger? It feels a lot easier and more natural to use my pinky. I hit Y with my pinky while all my other fingers stay on their homerow (IOP), but if use my ring finger my pinky has to move over to G/F and my middle finger tends to move to I (though I can keep it on O if I concentrate) I believe it is to prevent wrist rotation/movement, which is slower than just reaching with your finger. To press 'Y' with the pinky, you have to move your whole wrist. To press it with your ring finger, you can just reach and keep your wrist positioned where it is. | ||
Borskey
160 Posts
April 02 2013 17:51 GMT
#3289
I know you never actually hit YJYJYJYJ or YIYIYIYIYI in a game, but you would probably be returning to homerow. If I'm just hitting Y once with my pinky, my other fingers won't "float" like they did in the video, that only happens because I'm repeating that motion over and over. I can do it without them coming off with my pinky fairly easily, but not so much with my ring. | ||
Smackzilla
United States539 Posts
April 02 2013 18:29 GMT
#3290
Perhaps this is a moot point, though? I think Y isn't used in version 1.0? | ||
JaKaTaKSc2
United States2787 Posts
April 02 2013 18:32 GMT
#3291
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Fiziks
United States59 Posts
April 02 2013 18:35 GMT
#3292
On April 03 2013 02:08 Borskey wrote: I think the ONLY thing U is used for in ZRMM 0.6.3 is making infestors. For Terran U is used for lifting off and landing buildings. I don't mind the U now with ring finger, but the tough one I'm still trying to figure out is Y because you make reactors with that one and it feels like Y gets used a lot more often than U does in my games. I'm mostly just trying to figure out a good way of hitting Y. Especially since you have to jump over U to get to Y with your ring finger. I can't can't even tell you how many times I've tried reaching for Y with my ring finger and accidentally just lifted up all of my barracks mid game. I know JaK said he'd consider changing that for 1.0, but the way it is now it's pretty frustrating to realize nothing is producing anything because all your Rax are chilling floating around your base. | ||
Smackzilla
United States539 Posts
April 02 2013 18:39 GMT
#3293
On April 03 2013 03:35 Fiziks wrote: Show nested quote + On April 03 2013 02:08 Borskey wrote: I think the ONLY thing U is used for in ZRMM 0.6.3 is making infestors. For Terran U is used for lifting off and landing buildings. I don't mind the U now with ring finger, but the tough one I'm still trying to figure out is Y because you make reactors with that one and it feels like Y gets used a lot more often than U does in my games. I'm mostly just trying to figure out a good way of hitting Y. Especially since you have to jump over U to get to Y with your ring finger. I can't can't even tell you how many times I've tried reaching for Y with my ring finger and accidentally just lifted up all of my barracks mid game. I know JaK said he'd consider changing that for 1.0, but the way it is now it's pretty frustrating to realize nothing is producing anything because all your Rax are chilling floating around your base. Yeah, looks like in 1.0 lift is /, reactor is H, and techlab is M. That's what I've been playing with and I'm liking it alot. | ||
JaKaTaKSc2
United States2787 Posts
April 02 2013 18:44 GMT
#3294
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Borskey
160 Posts
April 02 2013 19:01 GMT
#3295
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JaKaTaKSc2
United States2787 Posts
April 02 2013 19:07 GMT
#3296
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Fiziks
United States59 Posts
April 02 2013 19:27 GMT
#3297
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JaKaTaKSc2
United States2787 Posts
April 02 2013 20:09 GMT
#3298
Protoss Terran and Random Layouts are now ready for campaign testing as well as multiplayer testing! I'll start working on zerg campaign compatibility today. (github is linked in the OP now ![]() | ||
Borskey
160 Posts
April 02 2013 21:00 GMT
#3299
It seems like WAY too much next subgrouping on the P and O keys. Why not have, say, Ebay and Rax tech labs on 0 with M&M, and Armory and Factory Tech Labs on 9 with the tanks? And Ghost Academy on L with the ghosts? It should reduce the amount of times you'd have to hit nextsubgroup, but I guess the cost is it might be harder to see if your stuff is researching (unless you check that with your basecams/building cam). Note- I haven't tested your method, this is just from taking one very quick look. I'm also considering putting the . controlgroup on Mouse5 and just not having "previous subgroup" bound- as I've never used it before. I'll give . a fair shot first though. | ||
Floydian
United Kingdom374 Posts
April 02 2013 22:29 GMT
#3300
It's to do with injects. I really dislike the inject method described in the instructional video. Any inject method which relies on all the queens being in the same control group opens yourself up to all sorts of problems with queens going AWOL and wandering around the map to distant hatcheries. If I have a queen pull a clutch transfuse then a few seconds later try and cycle through my bases injecting then suddenly when the game realises that my queen that's out of energy on my 4th base can't inject it just sends the next available queen in the control group, even if that particular queen is on the other side of the map. For that reason I've always preferred simply cycling through the bases with camera hotkeys but manually selecting each queen and injecting that way. It may be slightly slower, but at least it's less problematic. But looking at the core hotkey layout that will be extremely clunky. In my current layout I can cycle through the separate cameras using my ring and middle finger while selecting each queen with my mouse and hitting the inject key with my index finger making it all a smooth movement. With the core ZRM, to achieve the same thing I'll be moving my fingers back and forth between the location keys and the O button to inject which seems worse. Can any zergs who use a similar method to me explain how you do it? Or what you've changed to make it work? | ||
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