[G] TheCore - Advanced Keyboard Layout - Page 238
Forum Index > StarCraft 2 Strategy |
Ninjury_J
Canada408 Posts
| ||
slowbacontron
United States7722 Posts
| ||
JaKaTaKSc2
United States2787 Posts
On June 11 2013 02:43 slowbacontron wrote: But what if you have marines selected and then left click an SCV? I am confused. hmmm, any workarounds? the basic idea is to have something else for select, but i suppose it might not be an advantage. Perhaps something with alternate binds, I literally just started considering this, so let's hash it out together. EDIT: The advantage of having left click atttack move right click move is supreme stutter stepping. Even bigger, then entire unit ability layout comes in one key. Imagine feedback and psistorm both on home keys. etc etc | ||
Dragnmn
Netherlands52 Posts
Nice one there, I am going to look into that to adapt it for Dota2, which unfortunately is completely user-unfriendly when it comes to binding shift and control, as in you can't do it. I'd have to figure out where all the keys go. | ||
JaKaTaKSc2
United States2787 Posts
In order to check further optimizations, we need to understand exactly how all of the things in unit management work that are by default set to left or right click. So: Choose Ping Target Selection Smart Commands Cancel Targeting Choose Ability or A.I. Target Move Minimap Camera [Normal Mode] Move Minimap Camera [Targeting Mode] This is what I have so far Choose Ping Target - probably self explanatory, not really interested in it. Selection - Selecting units/buildings, making boxes. Can be set to any combination of keys. Is automatically modified with ctrl and shift for their various tasks. Smart Commands - when you do this to the ground its a move command, do it to a friendly unit, its a follow command do it to an enemy unit, its an attack command Cancel Targeting - self explanatory, cancels targeting... Choose Ability or A.I. Target - this what is used for rapid fire. it can be bound without unbinding regular keys Move Minimap Camera [Normal Mode] - click moves the minimap Move Minimap Camera [Targeting Mode] - ? EDIT2: I've spent as much time as I can today looking at options. If anyone comes up with more information please share it. | ||
Antylamon
United States1981 Posts
On June 11 2013 03:19 JaKaTaK wrote: EDIT: In order to check further optimizations, we need to understand exactly how all of the things in unit management work that are by default set to left or right click. So: Choose Ping Target Selection Smart Commands Cancel Targeting Choose Ability or A.I. Target Move Minimap Camera [Normal Mode] Move Minimap Camera [Targeting Mode] This is what I have so far Choose Ping Target - probably self explanatory, not really interested in it. Selection - Selecting units/buildings, making boxes. Can be set to any combination of keys. Is automatically modified with ctrl and shift for their various tasks. Smart Commands - when you do this to the ground its a move command, do it to a friendly unit, its a follow command do it to an enemy unit, its an attack command Cancel Targeting - self explanatory, cancels targeting... Choose Ability or A.I. Target - this what is used for rapid fire. it can be bound without unbinding regular keys Move Minimap Camera [Normal Mode] - click moves the minimap Move Minimap Camera [Targeting Mode] - ? EDIT2: I've spent as much time as I can today looking at options. If anyone comes up with more information please share it. Move Minimap Camera [Targeting Mode] - Smart Command for the minimap | ||
ChubbyDelicious
United States20 Posts
| ||
Ninjury_J
Canada408 Posts
| ||
JaKaTaKSc2
United States2787 Posts
+ Show Spoiler + TheCore uses a simple Acronym to help you find the version that is right for you. The first letter stands for the race: Protoss, Terran, Zerg, or Random. The second letter stand for the hand you use the mouse with: Left or Right. The third letter stands for the size: Small, Medium, or Large. Generally speaking, check out the FAQ before asking a question. Its probably there. Don't worry about scouring through the whole thread, we've collected the basics and put em in the OP :D | ||
garrett345
Czech Republic12 Posts
http://www.twitch.tv/wcs_osl2/b/414479387?t=6h44m15s | ||
slowbacontron
United States7722 Posts
*wink* | ||
lailaiwd
United States65 Posts
Edit: oops I forgot that shift activates the camera hotkeys.......at this point i'm just wondering if there's any possibility of relieving the stress on my thumb when I press control+shift consecutively.. Edit #2: since I reset my CG from .(period) to ] , I have period freed up and I wondered if using period to activate my camera hotkeys is a solution. That could free up more space for control and shift, allowing them to use default settings. Another option I'm thinking could be use enter to activate camera hotkeys. If you guys find my logic wrong please tell me. Since the enter keys and period keys are relatively hard to press I was wondering if I could reset them to setting camera hotkeys instead of activating cam hotkeys. That would leave alt, which is relatively easier to press for camera activation, which is used more often in game. | ||
slowbacontron
United States7722 Posts
On June 11 2013 16:29 lailaiwd wrote: I know this question is probably answered before but I'm not sure about where to look for the answer so I'll just ask again. Is there any reason we need to set control groups with both control and shift pressed? Couldn't we just leave it like the default where control is both selecting the same units and setting control groups and shift as selecting more units and adding to an existing control group? I find pressing control and shift together a little tiring because I constantly reset 3-4 of my control groups with every new cycle of units. Edit: oops I forgot that shift activates the camera hotkeys.......at this point i'm just wondering if there's any possibility of relieving the stress on my thumb when I press control+shift consecutively.. Edit #2: since I reset my CG from .(period) to ] , I have period freed up and I wondered if using period to activate my camera hotkeys is a solution. That could free up more space for control and shift, allowing them to use default settings. Another option I'm thinking could be use enter to activate camera hotkeys. If you guys find my logic wrong please tell me. What situations are you in where you need to reset your control groups so much as opposed to just adding to them? | ||
lailaiwd
United States65 Posts
Edit: also the problem of resetting hotkeys shocked me when I started to play Darglein's Multitask trainer because suppose you have one CG for your whole army and 3-4 other CGs for different types of units within your main army, every time you send one group of units within your main army to do something else, you would have to reset both your main army CG and the specific unit type's CG. An example of this would be when I send 2 marines to control two xelnaga towers, if I only reset my main army CG, my marine type CG still contains those two sent away marines. Another example would be when I use marauders to snipe high templars, I would have to reset both my main army CG and my marauder CG because I need to control my entire marauder army even AFTER two of them are sent out for special mission. | ||
Beedebdoo
130 Posts
it can't be done in the ingame editor, so I fiddled around with the hotkeys in notepad. it seems like putting mouse buttons on commands (anything in the command card) causes the game to crash, or simply unbinds the key. So it might not be possible implement that design, though I hope our mighty wizard can come up with something or elaborate ![]() In any case, I doubt it would be legal tournament wise, if you can't do it in the game hotkey editor itself. | ||
slowbacontron
United States7722 Posts
| ||
Ninjury_J
Canada408 Posts
What they show is that create control group is an important function. And it is. In the original design of TheCore, the standard modifiers were used. But the question isn't whether create control group is important, it's how important is it relative to adding control groups and selecting cams. I think it's pretty clear that adding is used more than creating. Recalling bases cams is the primary system of moving withing the core, and how we inject/chrono/mule. I think it is much more probable that this function is used more than creating control groups rather than vice versa (especially if one plays while minimizing error). So, out of the 3 modified functions, create seems to simply be the least used. Unfortunately we can't make new modifiers, so we need to use control shift for something. The above argument is one for why we should keep the modifiers as they are for reasons of frequency. The other reason for the new setup is that it aligns better with the mouse functions activated by modifiers. Ctrl click selects all of a unit. This is great after 12 marines just came out of 6 raxs, or for egg hot keying. Ctrl click key is way better than ctrl click shift key, because it is hard to go from ctrl only to shift. On the other side of the equation, ctrl shift click deselects, which is awesome for creating new control groups for things like sending off squads from the main army, or for making banes (i highly recommend anyome who hasent check out Jaks video about banelings on YouTube/thejakatakshow). All in all, your point is a good one, I'm just not convicted that it provides enough evidence against the current setup. | ||
Antylamon
United States1981 Posts
On June 11 2013 16:29 lailaiwd wrote: I know this question is probably answered before but I'm not sure about where to look for the answer so I'll just ask again. Is there any reason we need to set control groups with both control and shift pressed? Couldn't we just leave it like the default where control is both selecting the same units and setting control groups and shift as selecting more units and adding to an existing control group? I find pressing control and shift together a little tiring because I constantly reset 3-4 of my control groups with every new cycle of units. If you find it tiring, then try some stretches and finger exercises. On June 11 2013 16:29 lailaiwd wrote: Edit: oops I forgot that shift activates the camera hotkeys.......at this point i'm just wondering if there's any possibility of relieving the stress on my thumb when I press control+shift consecutively.. I just have my thumb constantly over Ctrl+Shift. I raise the back of my thumb slightly to press Shift and I raise the front to press Ctrl. It's better for me at least; I don't know about you. On June 11 2013 16:29 lailaiwd wrote: Edit #2: since I reset my CG from .(period) to ] , I have period freed up and I wondered if using period to activate my camera hotkeys is a solution. That could free up more space for control and shift, allowing them to use default settings. Another option I'm thinking could be use enter to activate camera hotkeys. If you guys find my logic wrong please tell me. Enter is not a modifier key. On June 11 2013 16:29 lailaiwd wrote: Since the enter keys and period keys are relatively hard to press I was wondering if I could reset them to setting camera hotkeys instead of activating cam hotkeys. That would leave alt, which is relatively easier to press for camera activation, which is used more often in game. It doesn't sound like a good idea at all to move your thumb so far just to recall a camera... If you barely ever use cameras, though, then go for it. There is no doubt in my mind that cameras are very efficient, though, especially for constructing buildings. | ||
teuthida
United States104 Posts
1. It could be your particular keyboard is such that it makes pressing those keys uncomfortable. 2. check your tilt is at the right angle / far enough. If it isn't that can make it hard or uncomfortable to press that combination. As Antylamon said, doing some stretches and stuff may help, I think you'll find you build up the strength to work it fairly quickly. | ||
Slashiepie
107 Posts
Stutter stepping might be a sick benefit, but we would have to never forget to use the move command for runbies, and situations where we dont want the nearest thing getting attacked. | ||
| ||