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[G] TheCore - Advanced Keyboard Layout - Page 199

Forum Index > StarCraft 2 Strategy
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Whirligig
Profile Joined March 2011
United Kingdom77 Posts
April 23 2013 03:04 GMT
#3961
Can anyone explain to me the logic behind location cameras 7 & 8? I'm sure there is a good reason why it's so different but I can't work out how to use them as planned.

Something to do with creep spreading??
Ninjury_J
Profile Joined August 2012
Canada408 Posts
April 23 2013 03:05 GMT
#3962
The Swarm Host can rally (very important to use the hotkey instead of clicking. Prvents innocent rally to enemy swam host deaths.)

It can spawn locusts (you can also turn off the auto spawn)

It can burrow.

It can unburrow.

“The supreme art of war is to subdue the enemy without fighting."- Sun Tzu
Borskey
Profile Joined February 2012
160 Posts
April 23 2013 03:53 GMT
#3963
On April 23 2013 12:04 Whirligig wrote:
Can anyone explain to me the logic behind location cameras 7 & 8? I'm sure there is a good reason why it's so different but I can't work out how to use them as planned.

Something to do with creep spreading??


What version and layout are you using?
_BAR_
Profile Joined April 2013
Canada33 Posts
April 23 2013 04:28 GMT
#3964
I have spent quite a lot of time getting used to 0.6.3 while doing the staircase and learning a new race (switch from Protoss to Terran). What will be 0.7.0 looks to be a pretty significant change from 0.6.3. Is 0.6.3 going to disappear on me at release of 0.7.0 or will the previous version still be supported?

Just Wondering if I should give up on 0.6.3 and start re-learning with the alpha build. I am currently using 0.6.3 TRMM and absolutely love the layout of key positions on that version.
There is not enough alcohol in this house to make me dance.
Shompol
Profile Joined March 2013
United States12 Posts
April 23 2013 04:39 GMT
#3965
Using TRS Alpha 1.0:

Stim is on '/'. I would like it to be on 'O' as all other unit abilities are, but the "Unload All" command gets unbound. Why is that? Why all other units have actions on 'O' but marines cannot?
Becuula
Profile Joined April 2011
Germany65 Posts
April 23 2013 06:21 GMT
#3966
Great Job!

I've found out about my problems with the German PRM Layout. There was a new hotkey for ArmySelect = Slash.
But I am using a Steelseries Keyboard that has the Slash Key as an Extra Key between Minus and Shift. So I always replaced Minus for Shift in the text file, otherwise I couldn't use the Layout.
My solution is now: That I first replace Slash for Minus. And afterwards I replace the Slash for ArmySelect mit CTRL+MouseBackButton.

It would be interesting if other users with the Steelseries G6V2 keyboard have the same problem that they can't use the Minus Key, because there is the Slash Key next to the shift key. Maybe it is only German users.
It is difficulties which give birth to miracles.
Hancho
Profile Joined July 2012
Germany89 Posts
April 23 2013 07:45 GMT
#3967
On April 23 2013 10:36 DarkOwnage wrote:
Show nested quote +
On April 23 2013 02:29 JaKaTaK wrote:
DarkOwnage, could you explain in more detail what you mean?


I could write a quick basic program that would check to see if the user has the latest version. If they do not it would simply prompt the user if they wanted to update? If they choose yes, than it will download the latest version into the users appropriate hotkeys folder. I could even open the hotkeys folder after it gets placed there.

The design is completely subjective but this would seriously be a simple program to create. Very light weight and fast.

how do you know if a new version is available?
Whirligig
Profile Joined March 2011
United Kingdom77 Posts
Last Edited: 2013-04-23 08:09:05
April 23 2013 08:05 GMT
#3968
On April 23 2013 12:53 Borskey wrote:
Show nested quote +
On April 23 2013 12:04 Whirligig wrote:
Can anyone explain to me the logic behind location cameras 7 & 8? I'm sure there is a good reason why it's so different but I can't work out how to use them as planned.

Something to do with creep spreading??


What version and layout are you using?

I'm using the ZRS 1.0 Alpha, as of yesterday. The first 6 camera hotkeys are normal, last two are crazy, special usage not yet explained?
Borskey
Profile Joined February 2012
160 Posts
Last Edited: 2013-04-23 10:02:09
April 23 2013 09:59 GMT
#3969
On April 23 2013 17:05 Whirligig wrote:
Show nested quote +
On April 23 2013 12:53 Borskey wrote:
On April 23 2013 12:04 Whirligig wrote:
Can anyone explain to me the logic behind location cameras 7 & 8? I'm sure there is a good reason why it's so different but I can't work out how to use them as planned.

Something to do with creep spreading??


What version and layout are you using?

I'm using the ZRS 1.0 Alpha, as of yesterday. The first 6 camera hotkeys are normal, last two are crazy, special usage not yet explained?



Alright- as a disclaimer I could be wrong about the keys since I play ZRM.

Lets say you're starting to spread creep in two different directions at once, and you've got two queens. Here's what you'll do:

Lay down your first tumor with a queen. Press Ctrl+O to set your camera over the new tumor.
Lay down your second tumor with your other queen. Press ctrl+K to set your camera over the tumor.

(do other stuff until its time to spread more creep)

Hold down CTRL the entire time, and shift your fingers over to be on JIOP:
Press J. This brings you to your first tumor(s).
Click on it. (selects all tumors since you're holding ctrl)
Press and hold I.
Click and spread your tumors.
Select your queen
Add a new tumor
Adjust your camera to be over these new tumors.
Press I. This re-sets your first camera.
Press P. This takes you to the second creep lane.
Click the tumor(s).
Press and hold I.
Click and spread your tumors.
Select your queen
Add a new tumor.
Adjust your camera over the new tumors
Press K (do this as you shift your hand back to your home keys KOP{). This re-sets your second camera.

And that's the cycle. You went to your first location, spread/made your tumors, reset your cam, went to your second location, spread/made tumors, and reset the cam. You hit JIOPIK with your fingers and ended up back on the homerow ready to do other stuff.

Because of how you need to hold ctrl down every time you egg-hotkey new units, it's very smooth to go from making units to spreading creep. You might find it saves time to do your creep spreading immediately after you add your new eggs into their proper control groups.

You can still use the cams for whatever you want- you just need to remember that setting them is on ctrl+O and K while the cams themselves are on ctrl+J and P. It's a little weird and unintuitive at first, but you get used to it fairly quickly. If you plan on using one cam for creep and the other cam for something else, I would suggest you use J as your creep cam and P as your secondary cam.
CursedFeanor
Profile Joined August 2010
Canada539 Posts
April 23 2013 12:49 GMT
#3970
There's a bug, or at least an incoherence with the spreadsheet in the current Alpha TRM 1.0. The build basic is still on ' and build advanced is still on / for all races. The document states these should be inverted for T and Z... This should be clarified/fixed. (And I still think [ should be used for build basic anyway...)

There's also the fact that the upgrades for the Armory seem to be contrary to what I'd think to be intuitive. Following the logic from the Engineering Bay, I'd expect the vehicle weapon to be on J and vehicle armor on I. At the moment, the ship weapon is on J and vehicle weapon on /. Why not swap those two? It'd just feel better to hit JI to quickly upgrade our mech armies and have / be reserved for ships (again intuitive with the medivac's boost on /). Just my 2 cents.

I'll keep testing and let you know if I find anything else!
DarkOwnage
Profile Joined April 2013
United States13 Posts
April 23 2013 13:26 GMT
#3971
On April 23 2013 16:45 Hancho wrote:
Show nested quote +
On April 23 2013 10:36 DarkOwnage wrote:
On April 23 2013 02:29 JaKaTaK wrote:
DarkOwnage, could you explain in more detail what you mean?


I could write a quick basic program that would check to see if the user has the latest version. If they do not it would simply prompt the user if they wanted to update? If they choose yes, than it will download the latest version into the users appropriate hotkeys folder. I could even open the hotkeys folder after it gets placed there.

The design is completely subjective but this would seriously be a simple program to create. Very light weight and fast.

how do you know if a new version is available?


I am glad you asked!

There will be TWO XML documents. One XML document will be on the server (the keyboard layout download page) and the other XML document will be in the same location as my executable. I will download that file from the server and compare it to the XML document on the users computer. If it's different, I just simply replace it with the one from the server.

This XML document will also contain: the date it was released, the version, and release notes. This data will be displayed to the user when they are asked if they want to download the latest version.

How do I know which layout you will be using? The user will specify it in their saved settings (another XML document that doesn't get synchronized).

Very simple, but it will require the people who make the changes to the layouts to update the XML document on the server after each change.
teuthida
Profile Joined March 2013
United States104 Posts
April 23 2013 14:05 GMT
#3972
On April 23 2013 21:49 CursedFeanor wrote:

There's also the fact that the upgrades for the Armory seem to be contrary to what I'd think to be intuitive. Following the logic from the Engineering Bay, I'd expect the vehicle weapon to be on J and vehicle armor on I. At the moment, the ship weapon is on J and vehicle weapon on /. Why not swap those two? It'd just feel better to hit JI to quickly upgrade our mech armies and have / be reserved for ships (again intuitive with the medivac's boost on /). Just my 2 cents.


I agree with this, I always start getting ship weapons by accident because intuitively I want to get vehicle / armor at once with J & I like the engy bay.
Fiziks
Profile Joined December 2010
United States59 Posts
April 23 2013 15:22 GMT
#3973
On April 23 2013 23:05 teuthida wrote:
Show nested quote +
On April 23 2013 21:49 CursedFeanor wrote:

There's also the fact that the upgrades for the Armory seem to be contrary to what I'd think to be intuitive. Following the logic from the Engineering Bay, I'd expect the vehicle weapon to be on J and vehicle armor on I. At the moment, the ship weapon is on J and vehicle weapon on /. Why not swap those two? It'd just feel better to hit JI to quickly upgrade our mech armies and have / be reserved for ships (again intuitive with the medivac's boost on /). Just my 2 cents.

I agree with this, I always start getting ship weapons by accident because intuitively I want to get vehicle / armor at once with J & I like the engy bay.

In a sense I agree with this too, but looking at the Spreadsheet, it looks like it's the way it is because of WoL. In WoL, vehicle and ship plating were separate upgrades, so in order to make TheCore work for both WoL and HoTs, they still had to approach is as though the plating upgrade was separate. That's why Ship upgrades are on J and I and Vehicle are on / and K. Now that Vehicle is included in Ship upgrades, we basically lose K and use / and "I" for vehicle upgrades. If it were flipped, then we would have lost "I" and the upgrades would have been J, K, and /. I do agree that it would be more intuitive to just hit J and I for upgrades at both the armory and the ebay, but I think it would mess up the layout.

I noticed there were a few stragglers in the newest TRM build that are bound to D, the "Load" ability for Medivacs is one that comes to mind. I know you probably won't ever use that hotkey because there are better methods of loading units into Medivacs, but for the "Official 1.0 Release" are you guys trying to account for every option for every level of player? If that's the case, I'm sure Medivac Load can be put to M like it is on CC's. That way it won't interfere with the other Medivac abilities, but I'm not sure if it was put there deliberately. There were a few other stragglers that I noticed bound to D.
JDub
Profile Joined December 2010
United States976 Posts
April 23 2013 15:32 GMT
#3974
On April 24 2013 00:22 Fiziks wrote:
Show nested quote +
On April 23 2013 23:05 teuthida wrote:
On April 23 2013 21:49 CursedFeanor wrote:

There's also the fact that the upgrades for the Armory seem to be contrary to what I'd think to be intuitive. Following the logic from the Engineering Bay, I'd expect the vehicle weapon to be on J and vehicle armor on I. At the moment, the ship weapon is on J and vehicle weapon on /. Why not swap those two? It'd just feel better to hit JI to quickly upgrade our mech armies and have / be reserved for ships (again intuitive with the medivac's boost on /). Just my 2 cents.

I agree with this, I always start getting ship weapons by accident because intuitively I want to get vehicle / armor at once with J & I like the engy bay.

In a sense I agree with this too, but looking at the Spreadsheet, it looks like it's the way it is because of WoL. In WoL, vehicle and ship plating were separate upgrades, so in order to make TheCore work for both WoL and HoTs, they still had to approach is as though the plating upgrade was separate. That's why Ship upgrades are on J and I and Vehicle are on / and K. Now that Vehicle is included in Ship upgrades, we basically lose K and use / and "I" for vehicle upgrades. If it were flipped, then we would have lost "I" and the upgrades would have been J, K, and /. I do agree that it would be more intuitive to just hit J and I for upgrades at both the armory and the ebay, but I think it would mess up the layout.

I noticed there were a few stragglers in the newest TRM build that are bound to D, the "Load" ability for Medivacs is one that comes to mind. I know you probably won't ever use that hotkey because there are better methods of loading units into Medivacs, but for the "Official 1.0 Release" are you guys trying to account for every option for every level of player? If that's the case, I'm sure Medivac Load can be put to M like it is on CC's. That way it won't interfere with the other Medivac abilities, but I'm not sure if it was put there deliberately. There were a few other stragglers that I noticed bound to D.

Those aren't "stragglers". Anything bound to 'D' in the right-handed layout is an intentionally thrown away key (or theoretically a bug). A medivac's Load ability is equivalent to right clicking on a unit. The only possible situation where using the ability would be useful is if you had your whole army selected, and you wanted to load individual units into the medivacs by tabbing to your medivacs and then using the load hotkey and left clicking on the units you want to load. Jak has deemed the Load key to be strictly worse than right-clicking, so TheCore puts it on the other side of the keyboard to intentionally discourage players from using it.
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
April 23 2013 15:43 GMT
#3975
Ship upgrades match air upgrades for all races. If you feel it is worth the loss in consistency feel free to switch it around
Commentatorhttps://www.youtube.com/JaKaTaKtv
Whirligig
Profile Joined March 2011
United Kingdom77 Posts
April 23 2013 17:24 GMT
#3976
On April 23 2013 18:59 Borskey wrote:
Show nested quote +
On April 23 2013 17:05 Whirligig wrote:
On April 23 2013 12:53 Borskey wrote:
On April 23 2013 12:04 Whirligig wrote:
Can anyone explain to me the logic behind location cameras 7 & 8? I'm sure there is a good reason why it's so different but I can't work out how to use them as planned.

Something to do with creep spreading??


What version and layout are you using?

I'm using the ZRS 1.0 Alpha, as of yesterday. The first 6 camera hotkeys are normal, last two are crazy, special usage not yet explained?



Alright- as a disclaimer I could be wrong about the keys since I play ZRM.

Lets say you're starting to spread creep in two different directions at once, and you've got two queens. Here's what you'll do:

Lay down your first tumor with a queen. Press Ctrl+O to set your camera over the new tumor.
Lay down your second tumor with your other queen. Press ctrl+K to set your camera over the tumor.

(do other stuff until its time to spread more creep)

Hold down CTRL the entire time, and shift your fingers over to be on JIOP:
Press J. This brings you to your first tumor(s).
Click on it. (selects all tumors since you're holding ctrl)
Press and hold I.
Click and spread your tumors.
Select your queen
Add a new tumor
Adjust your camera to be over these new tumors.
Press I. This re-sets your first camera.
Press P. This takes you to the second creep lane.
Click the tumor(s).
Press and hold I.
Click and spread your tumors.
Select your queen
Add a new tumor.
Adjust your camera over the new tumors
Press K (do this as you shift your hand back to your home keys KOP{). This re-sets your second camera.

And that's the cycle. You went to your first location, spread/made your tumors, reset your cam, went to your second location, spread/made tumors, and reset the cam. You hit JIOPIK with your fingers and ended up back on the homerow ready to do other stuff.

Because of how you need to hold ctrl down every time you egg-hotkey new units, it's very smooth to go from making units to spreading creep. You might find it saves time to do your creep spreading immediately after you add your new eggs into their proper control groups.

You can still use the cams for whatever you want- you just need to remember that setting them is on ctrl+O and K while the cams themselves are on ctrl+J and P. It's a little weird and unintuitive at first, but you get used to it fairly quickly. If you plan on using one cam for creep and the other cam for something else, I would suggest you use J as your creep cam and P as your secondary cam.

Oh ok, I see how this can work, bit of a difference but should be fun to work out, thanks!
Whirligig
Profile Joined March 2011
United Kingdom77 Posts
April 23 2013 17:27 GMT
#3977
Another question I couldn't find the answer to, what's the recommended method for timing out the injects on the hatcheries? I used to just allocate a spare hatch to - and tap between [ and - to gain a sense of timing. I see there is no sync hatchery hotkey in the recommended control groups. How are people knowing when to inject?
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
April 23 2013 17:31 GMT
#3978
You can be mindful of your larva, and when you get a big surge in larva, you know an inject just finished.
or
You can click on the first hatch in your cg to see the timer (using the wireframe)
or
You can use your camera location keys to check on the inject progress.


There are probably other ways as well, but these are the 3 that I can think of right now.
Commentatorhttps://www.youtube.com/JaKaTaKtv
Snoodles
Profile Joined March 2012
401 Posts
April 23 2013 17:35 GMT
#3979
Also on the top left of your screen watch for the "additional larvae spawned" announcement.
Spaceboy
Profile Joined February 2011
United Kingdom220 Posts
April 23 2013 20:33 GMT
#3980
Also you can select your injecting queens control group and (assuming you're nailing every inject) if the inject icon is coloured in on the command card to the bottom right that means one of your queens has enough energy to inject.. which means it's injecting time!
I am terrible at this game!
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