I want to know if I'm up to date but might not come to the thread frequently enough to see all the updates.
And sometimes I want to have two versions to compare them.
Forum Index > StarCraft 2 Strategy |
ellaguru
United States35 Posts
June 30 2013 13:41 GMT
#4961
I want to know if I'm up to date but might not come to the thread frequently enough to see all the updates. And sometimes I want to have two versions to compare them. | ||
JaKaTaKSc2
United States2787 Posts
June 30 2013 17:15 GMT
#4962
The version number is at the top of the OP. If you want, you can mark your version when you download it so that you don't forget. Its just a major hassle to mark it every time we do an update. EDIT: This new click business is fucking insane. So many possibilities; I don't know where to start ![]() | ||
slowbacontron
United States7722 Posts
June 30 2013 18:43 GMT
#4963
On July 01 2013 02:15 JaKaTaK wrote: @ella The version number is at the top of the OP. If you want, you can mark your version when you download it so that you don't forget. Its just a major hassle to mark it every time we do an update. EDIT: This new click business is fucking insane. So many possibilities; I don't know where to start ![]() Oh snap. TheCore might be undergoing some major revamps, huh? The road to .99 (or what is it, I can't remember) is paved with wild curves and turns. | ||
Beedebdoo
130 Posts
June 30 2013 18:45 GMT
#4964
I have an idea with the modifier + right-click key on the Zerg layouts. Basically, we can rid ourselves of having to move our home row 1 key to the left(right) whenever we need to spread creep. It is done by putting add and create queen control group on right-click, thus freeing up modifiers on the home row index (P(W) on medium layout). If you're unfamiliar with the Zerg layout creep spread method, I suggest you look it up in the 'ZXM Creep' tab on TheCore Archives. Optimally trying it out in a test map. Changelog for ZRM: + Show Spoiler + Spawn Creep Tumor (Creep Tumor): U → I Spawn Creep Tumor (Queen): U → I Transfusion (Queen): I → / (Since it works just like Snipe, I'm assuming it's fine here) Create Location 7: Ctrl + I → Ctrl + O Jump to Location 7: Ctrl + H → Ctrl + J Create Location 8: Ctrl + J → Ctrl + K Jump to Location 8: Ctrl + O → Ctrl + P Create Control Group 2: Ctrl + Shift + P → Ctrl + Shift + Right-click Add to Control Group 2: Ctrl + P → Ctrl + Right-click Walkthrough for ZRM: + Show Spoiler + 1) Hold down Ctrl 2) J - Recalls camera 1 3) Click Creep Tumor - Selects all Creep Tumors in vision 4) I - Spreads creep 5) O - Sets camera 1 6) P - Recalls camera 2 7) Click Creep Tumor - Selects all Creep Tumors in vision 8) I - Spreads creep 9) K - Sets camera 2 10) Release Ctrl Concerns: + Show Spoiler + Spreading creep and setting camera 2 is done subsequently and by the same finger (the ring finger), which is not ideal. Changing Create Location 8 to Ctrl + H instead of Ctrl + K might prove more efficient. I don't think this is the most efficient use the right click modifiers. It feels like an overly comfortable button to be control group manager for mere Queens, and there are likely other implemintations, that will outshine this one. Something completely else could be done with the keys at hand, and hopefully this post might help spark other ideas. Besides, with this implementation Alt + Right-click is still a free button. --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Edit1: @slowbacontron You bet there is ![]() Edit2: @astazha On June 30 2013 07:31 astazha wrote: If you find/have found a way around Hold Position, which is bound to 8 and thus conflicts with creep tumors on 8, please do tell. The fact that Hold Position and Stop, which are so similar, have such luxary buttons have been bugging me for a while.Queen = 8 (and spawn creep tumors. I don't know how everyone else feels but U messes me up more often than I would like, particularly because I am going for shift at the same time when spreading creep tumors. Shift-8 just feels better to me than Shift-U) On June 30 2013 07:31 astazha wrote: Indeed, only 4 layouts out of 24, if I'm not mistaken. I guess that's why it haven't been done already.Also, and I know this isn't applicable to all layouts, but as ZRM I use "." as an additional for cancel because "]" gives me a little trouble when I'm feeling panicked, which is when the need for it tends to arise. On June 30 2013 07:31 astazha wrote: You have probably discovered this by now, but just to thow it out there: You cannot bind modifiers, mouse buttons, or both to buttons in the command card (lower right portion of your screen).I'm also consider using some of the right click modifiers for additionals for patrol and hold position. Ctrl+[right click], [left click] to patrol, for example. Alt+[right click] to hold position. Something like that. | ||
Ninjury_J
Canada408 Posts
June 30 2013 19:24 GMT
#4965
In order to navigate this new territory, we need to establish what can and cannot be done with mouse clicks and modifiers. Beedebdo is right, commands cannot be assigned to either. So, what does that leave? Ctrl groups, cameras.... What else? @Beedebdoo Stop needs to be on K because it is the only ability which is never shift qued. K cannot be a shuft qued ability, because there is a camera in it. @all. I will be making a "sheet 18" in the archive to post ideas and figure out possible alternatives. Please come into the doc chat if you would like to hang out/ have some insights! | ||
Beedebdoo
130 Posts
June 30 2013 19:31 GMT
#4966
That actually makes a lot of sense, thanks! ![]() Oh, and anything under global, when looking at hotkeys ingame, can use modifiers and mouse buttons. | ||
Ninjury_J
Canada408 Posts
June 30 2013 19:34 GMT
#4967
![]() Would you like to join me in the archives and/or skype? | ||
Beedebdoo
130 Posts
June 30 2013 19:36 GMT
#4968
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Beedebdoo
130 Posts
July 01 2013 12:05 GMT
#4969
As I've recently stated at the bottom a post, modifiers and mouse buttons cannot be used to issue commands, which are everything in the command card in the lower right portion of your screen. But I've found a loophole: Modifiers can be applied to commands, if done by manually editing the hotkey file. However, the ingame UI sees keys and modifier(s) + same keys as a conflict, and will naturally not accept both. This means that if Mod + X and X both are bound on a single command card, the UI will say one of them is unbound (I've not pinned down which one, but my guess is whoever came first alphabetically in the hotkey file). Here a trick comes in, because if we exit out through cancel, instead of accept, while having that layout equipped, everything will work out fine despite what the Hotkey UI says, and we can use modifiers on commands. The example will give a much more thorough description of this. Example + Show Spoiler + Now I'm going to bind Train Marine to Z and Train Marauder to Ctrl + Z on the TRM layout. Keep in mind that this is just an example. The first thing I'll do is opening the hotkey file and locate the two with a simple search: (I used Notepad++ to open it, you can also rename it to .txt or another format, but there are some problems with naming it back to .SC2Hotkeys then) Marauder/Barracks=I Luckily for my example, these two commands are right next to each other. Then, I change them to the keys I wanted and save the file, pretty straightfoward: Marauder/Barracks=Control+Z Now I open the file ingame and see that the Marauder is unbound, it's supposed to be like that. I press accept to equip the layout. Then I go back into hotkeys, it's still unbound, and press cancel. While the Hotkey UI will insist that the Marauder is unbound it now works like a charm ingame. I can make marines with Z and Marauders with Ctrl+Z. Concerns + Show Spoiler + It feels like an exploit, especially because the ingame UI sees it as a conflict, and does not allow both, therefore, I have doubts about its tournament legality. However, it shouldn't be a problem according to Blizzard's terms of use, since the 1 button = 1 action policy isn't violated (given that mod+key is seen as a different key, which they kinda are under Global). Implementing this means TheCore is more limited, when it comes to editing and customizing from the front. If you want full customization of TheCore you'll need to know how to edit from the back and a fair amount of time. But, you already need that, if you want to customize your campaign experience of TheCore, so it might not be that big of a deal. What I fear most is that it might stale TheCore's evolution, since less would feel it was worth the time to customize it to their liking, thus bringing up possible improvements. The possibilites with this are many: Binding Spawn Larvae on queen to Shift+O on ZRM to allow Transfusion on O is just one example. | ||
SixtusTheFifth
New Zealand170 Posts
July 01 2013 12:47 GMT
#4970
I experimented a bit with modifiers since it was very useful with the burgeoning number of units and unit combos from SC1 and BW remakes Key = SC2, eg J = Viking, Ctrl+Key = BW, eg Ctrl+J = Wraith The main advantage in multiplayer was moving worker production to the J key to match Marine/Zealot/Zergling. It won't be against Blizzard's ToS, and I don't know how many tournaments pay enough attention to us to write rules blocking what we do, but there there is the risk of getting used to the set up and Blizzard killing it without warning. | ||
Beedebdoo
130 Posts
July 01 2013 13:17 GMT
#4971
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JaKaTaKSc2
United States2787 Posts
July 01 2013 14:18 GMT
#4972
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Beedebdoo
130 Posts
July 01 2013 15:15 GMT
#4973
On June 09 2013 11:58 JaKaTaK wrote: Show nested quote + On June 09 2013 11:19 ellaguru wrote: I noticed something for Terran: Suggested Control Groups. I use TRM. I check the data document for suggested use of Control Groups. L is Ghosts and Academies. . is Harass and Fusion Cores. When I double-tap these keys, my camera will go to the buildings instead of the units. It seems the code in SC2 has given Ghost Academies a higher priority than Ghosts, in regards to control groups and the camera. Adding other units like hellbats will cause the camera to zip to those units, not the academy. So the Academy is higher priority than the ghosts, but not other units. As far as Fusion Cores, they seem to have a higher priority than any other units, except for battlecruisers. Using this control group with zip my camera to the buildings, not the units. You can imagine how this is a problem when you want to use your control groups to bring your camera to your ghosts on L or your harass squad on period, and instead you get taken back to buildings inside you base. It does not seem to be a problem with the Armory, Engineering bay, or with Tech Labs. Only with the Ghost Academy and Fusion Core. I am curious if anyone else is having this issue or just me. It seems like the solution temporarily is to not have Ghost Academys with Ghosts or Fusion cores with any other units in the same control group. @ella I'll fix that now. We're going to have to rethink how to hotkey these things, but for now, I'll amend the document. Was the document amended? Because I still see Ghosts and Academies on the same CG. | ||
JaKaTaKSc2
United States2787 Posts
July 01 2013 15:52 GMT
#4974
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Beedebdoo
130 Posts
July 01 2013 16:02 GMT
#4975
+ Show Spoiler + | ||
JaKaTaKSc2
United States2787 Posts
July 01 2013 16:08 GMT
#4976
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astazha
United States29 Posts
July 01 2013 16:49 GMT
#4977
+ Show Spoiler + Creep spread: adjusted from what Beedebdoo was suggesting: Transfuse ="/" Creep tumor ="I" Camera 7 Goto = "[Ctrl]+J" Camera 7 Create = "[Ctrl]+O" Camera 8 Goto = "[Ctrl}+H" Camera 8 Create = "[Ctrl]+[right click]" One issue here is if you have a habit, as I do, of using right click to cancel an unused tumor or transfuse command and Ctrl is still held down while you're using Camera 7, it will accidentally set Camera 8. I think this will be easy enough to train around. Switching the commands for Camera 8 Goto & Create is another possibility? That might be better, actually. Trying that next. Hatch/Lair/Hive tech: OL speed: ="J" OL drops: ="K" I have had no trouble at all with accidentally researching these. Considering using "," for hold position instead of "8". Currently "," is only used for some off-race stuff, as far as I can tell, which could perhaps be moved to "8". This would create a logical arrangement of J=attack M=patrol, K=stop ,=hold. | ||
Borgbilly
United States21 Posts
July 01 2013 17:59 GMT
#4978
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JaKaTaKSc2
United States2787 Posts
July 01 2013 18:36 GMT
#4979
do you mean that you are getting WoL keys? there was never a separate version for HotS or WoL. | ||
astazha
United States29 Posts
July 01 2013 18:46 GMT
#4980
I have "I" assigned to Global/UnitManagement/Choose A.I. or Ability Target (as well as creep tumor) The key repeat alternates between selecting the tumor ability, and placing it. Move camera, select tumors, hold down I, move the mouse around and watch the creep go. Much faster than clicking. | ||
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