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[G] TheCore - Advanced Keyboard Layout - Page 292

Forum Index > StarCraft 2 Strategy
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Czarnodziej
Profile Joined January 2011
Poland624 Posts
October 12 2013 12:03 GMT
#5821
On October 12 2013 07:07 JaKaTaK wrote:
Press both keys at the same time and everything will be injected. to test if you have a keyboard that can do this press and hold 2 keys at the same time. If you get this: jkkkkkkkkkkkkkkk you do not have at least 2-key roll over. (or didn't press the keys at the same exact time). If you get this jkjkjkjkjkjkjkjkjkjkjkjkjkjkjkjkjkjk you do have at least 2-key roll over and this will work for you. Binding base camera to Ctrl+K will accomplish this for ZRM users. (Ctrl+H for PTR).

You have to press both buttons (jk) at the exact time. And this can be a hindrance, because even slight delay will screw up whole setup.

On October 12 2013 07:07 JaKaTaK wrote:
Alternatives for Rapid Fire abilities
Sometimes the situation doesn't call for rapid fire, sometimes it does.

Well, it took you few months to realize it. Better late than never.
Rockafella
Profile Joined August 2010
United Kingdom291 Posts
October 12 2013 12:43 GMT
#5822
On October 12 2013 07:07 JaKaTaK wrote:
I don't think having the 3 CGs on the homekeys is optimal for most players, but rather more of a stylistic thing. If it fits your style, go for it! Otherwise we're going to keep things as they are (mostly).

HUGE FUCKING GIANT NEWS IN THE WORLD OF HOTKEYS

1. We can have many alternate keys by editing the text file, and loading starcraft does not unbind them!!






How long have you been working on hotkeys and you've only just figured this out? :D
Czarnodziej
Profile Joined January 2011
Poland624 Posts
October 12 2013 13:51 GMT
#5823
On October 12 2013 07:07 JaKaTaK wrote:
loading starcraft does not unbind them!!


That is the most important part of this statement.
Antylamon
Profile Joined March 2011
United States1981 Posts
Last Edited: 2013-10-12 15:44:08
October 12 2013 15:42 GMT
#5824
On October 12 2013 21:43 Rockafella wrote:
Show nested quote +
On October 12 2013 07:07 JaKaTaK wrote:
I don't think having the 3 CGs on the homekeys is optimal for most players, but rather more of a stylistic thing. If it fits your style, go for it! Otherwise we're going to keep things as they are (mostly).

HUGE FUCKING GIANT NEWS IN THE WORLD OF HOTKEYS

1. We can have many alternate keys by editing the text file, and loading starcraft does not unbind them!!






How long have you been working on hotkeys and you've only just figured this out? :D

I thought we found it out half a year ago...

And Jak has been working on hotkeys for somewhere around a year and a half.
Antylamon
Profile Joined March 2011
United States1981 Posts
October 12 2013 15:55 GMT
#5825
Found it:

On December 09 2012 05:26 Existor wrote:
[image loading]

In Heart of the Swarm they're rearranged many buttons for Zerg players, who are using GRID hotkey scheme, and it required to adopt to new layout. Well, one of bad things was a merged Burrow/Cancel commands into one.

I've rebinded Burrow to F1 and always used Cancel command as Escape, sometimes required that hotkey as "B"

Haven't tested it in WOL, but it works well in HOTS, just go to \Documents\StarCraft II Beta\Accounts\<numbers>\Hotkeys\ and open your custom hotkey-file with Notepad. Then find your hotkey command and with , add a new hotkey. Here on the picture above I now can Cancel buildings with Escape and burrow units with F1 or B.

It may help you, because there is no option "Allow hotkey conflicts" for Grid-users. This is a solution: just use 3+ hotkeys on one command.


I brought it up, and Jak replied:

On December 26 2012 01:23 JaKaTaK wrote:
I can definitely think of some uses for it, but I'm not comfortable with doing it. Blizzard totally fucked up a bunch of our work by putting in those overrides for HotS. I'm going to play the game by the book from now on.
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
October 12 2013 16:52 GMT
#5826
I thought that it got unbound when you started Sc2. I do remember this coming up before, but since blizzard and tournaments have been allowing rapid fire, I've changed my stance on it. I also thought that this became unbound when starting Starcraft after the patch that disallowed the other text-only modifications that we were considering, like modifiers on ability keys.

@Czar
I've always been aware of this, but no one brought up the idea of using alternates to solve the issue before.
Commentatorhttps://www.youtube.com/JaKaTaKtv
Srdjan2311
Profile Joined February 2011
Serbia20 Posts
October 12 2013 19:16 GMT
#5827
On October 12 2013 07:07 JaKaTaK wrote:
Press both keys at the same time and everything will be injected. to test if you have a keyboard that can do this press and hold 2 keys at the same time. If you get this: jkkkkkkkkkkkkkkk you do not have at least 2-key roll over. (or didn't press the keys at the same exact time). If you get this jkjkjkjkjkjkjkjkjkjkjkjkjkjkjkjkjkjk you do have at least 2-key roll over and this will work for you.

not working on 6gv2 and it has N-key rollover lol
Ninjury_J
Profile Joined August 2012
Canada408 Posts
October 12 2013 21:45 GMT
#5828
Jak, isn't one of the reasons you decided not to go with the backspace method originally because you felt that more control was more important than speed? This rapidfire inject would increase speed, but not affect the dimension of control, so unless you have changed values (which is fine btw, if that is what is better in most cases), then using this method abandons the idea of control. Not to mention, what happens if you dont have energy on a queen or if one dies? This does not stop the running around problem.
“The supreme art of war is to subdue the enemy without fighting."- Sun Tzu
Ninjury_J
Profile Joined August 2012
Canada408 Posts
October 12 2013 21:52 GMT
#5829
Also, I want to ask you a question: "imagination is more important than knowledge." Why do you think so?
“The supreme art of war is to subdue the enemy without fighting."- Sun Tzu
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
October 12 2013 22:56 GMT
#5830
@Ninjury
This method almost completely eliminates the wandering queen issue, as well as the issue of missing injects because a queen is attacking something because the shift key isn't used. It also in no way takes away from the layered queen inject method so any player using TheCore would be able to use the inject method suited to the current situation.

I think the "imagination is more important than knowledge" quote is a bit off topic, so I won't go too deep into it. I think that imagination is what moves us forward as a species. Knowledge is important too IMO, but imagination is what takes the pieces of knowledge and creates progress with them.

@Srdjan
You have to be very precise about when you press the keys. Make sure you try many times before dismissing your keyboard as incompatible with this method. That being said, there may be other qualifications for the keyboard to be compatible, so far the key rollover is what we have found to be a limiting factor. So far we know that Das mechanical keyboards will work with this method. More testing will be needed to determine other compatible keyboards.
Commentatorhttps://www.youtube.com/JaKaTaKtv
eneyeseekay
Profile Joined March 2013
239 Posts
Last Edited: 2013-10-13 05:23:20
October 13 2013 05:18 GMT
#5831
I'd like to pop in and say congrats on the recent developments; these pro editions simply existing is a massive step and I'm PUMPED to see it continue.

I've been on a (ongoing) hiatus from this stuff for a while, but I figured I could pitch an idea your way. I was experimenting with it and I liked the results (just a small refinement). So yeah. It's in regards to Queens and Base Camera Injecting. This may positively affect other aspects of play, I don't know yet, but my short time experimenting with it showed the most potential with Queens, and if anyone can find a better use for it it's the people here.

So basically, what I did after learning about assigning multiple actions to one key was I assigned my Hold Position as an alternate (with RightMouseButton) to the "TargetCancel" command key. I found this to be a really safe binding for jumping out of Inject targeting mode and telling the Queens to stop what they were doing and Hold their ground. It's more of a failsafe in the event of something going wrong with them, in any situation really. Whether it be accidental selection followed by a Right Click or Attack command, or an accidental Creep Tumor command. It seemed natural in a situation where you're yelling "Noooooo! Do NOT Move!" at your computer. When ordering units that do not have a target active, Hold still behaves as Hold. But when there is a target active, you can press Hold, get the cancel, and then halt movement with the benefits of Hold (preferable over Stop). This lines up well when you are used to canceling with Right Click, as you get an alternating action instead of a double Right Click when you want a target cancel and issue a Move/Attack command.

With some more planning this could be set up in a rolling motion in TheCore where "TargetCancel" and Hold line up better than being overlapped and causing repetition.

It has its subtle benefits for sure; the only question is is it worth implementing? *shrug*
SpoogeCoffer
Profile Joined September 2012
New Zealand51 Posts
Last Edited: 2013-10-13 05:47:10
October 13 2013 05:46 GMT
#5832
@eney

Sorry, I had a bit of trouble trying to interpret what you're saying. So What I got was that you've effectively swapped "hold position" out for "Cancel then Hold Position"?

For protoss / zerg players this won't be very good because you quite often move + queue a zealot/Queen to hold position in the gap in your wall (zvz - ling block, zvt - hellion block, pvz - ling block).

Naturally having this combo would dequeue the move and the unit would just hold position where it is. Leaving you with a gap in your wall.
Srdjan2311
Profile Joined February 2011
Serbia20 Posts
October 13 2013 08:50 GMT
#5833
On October 13 2013 07:56 JaKaTaK wrote:
@Srdjan
You have to be very precise about when you press the keys. Make sure you try many times before dismissing your keyboard as incompatible with this method. That being said, there may be other qualifications for the keyboard to be compatible, so far the key rollover is what we have found to be a limiting factor. So far we know that Das mechanical keyboards will work with this method. More testing will be needed to determine other compatible keyboards.

Ok, tested with 10$ logitech k120 - works fine . But no matter how many times i try i cant get it to repeat on 6gv2 both on ps2 and usb . Might have something to do with the properties of black switches.
velvex
Profile Joined March 2012
Germany226 Posts
October 13 2013 09:03 GMT
#5834
On October 13 2013 17:50 Srdjan2311 wrote:
Show nested quote +
On October 13 2013 07:56 JaKaTaK wrote:
@Srdjan
You have to be very precise about when you press the keys. Make sure you try many times before dismissing your keyboard as incompatible with this method. That being said, there may be other qualifications for the keyboard to be compatible, so far the key rollover is what we have found to be a limiting factor. So far we know that Das mechanical keyboards will work with this method. More testing will be needed to determine other compatible keyboards.

Ok, tested with 10$ logitech k120 - works fine . But no matter how many times i try i cant get it to repeat on 6gv2 both on ps2 and usb . Might have something to do with the properties of black switches.

I have thh 6Gv2, too, and for me it depends on the key combination I press. I can get it to work with F and G, but not with D and F or with G and H, for example.

Although "work" is an exaggeration. It only alternates every second time at most. Honestly, I don't think that's useful in any way in SC2.
propagare
Profile Joined April 2013
Germany93 Posts
Last Edited: 2013-10-13 15:46:34
October 13 2013 15:44 GMT
#5835
German TRM/TRL here. No hotkey(s?) defined for building a Supply Depot with SCV in the demo version aka online tutorial (http://jakatak.github.io/thecorevisualizer/visualizer/)
„Great men are forged in fire. It is the privilege of lesser men to bring the flame, whatever the cost.” ~
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
October 13 2013 18:22 GMT
#5836
The developer for the visualizer is missing, and I have no knowledge of the language used to program it. Doing my best, but if anyone wants a fix for the visualizer we'll have to find someone who can do it.
Commentatorhttps://www.youtube.com/JaKaTaKtv
[CCSRAM] BaoQuan
Profile Joined August 2013
United States96 Posts
October 13 2013 20:34 GMT
#5837
I've been using the Chameleon for a couple months, and I really like it. Thanks, JaKaTaK!
FutureTrash
Profile Joined January 2012
United States12 Posts
October 14 2013 01:25 GMT
#5838
Hi! I am just wondering if anyone has any good solutions for covering up the missing windows and fn keys of the right side of the keyboard? I'd like the keys to still be usable but out of the way. Are there smaller key caps or covers you guys use?
"
SpoogeCoffer
Profile Joined September 2012
New Zealand51 Posts
October 14 2013 02:54 GMT
#5839
On October 14 2013 10:25 FutureTrash wrote:
Hi! I am just wondering if anyone has any good solutions for covering up the missing windows and fn keys of the right side of the keyboard? I'd like the keys to still be usable but out of the way. Are there smaller key caps or covers you guys use?



Honestly, I don't think you need to remove them. Your thumb follows shift all the way onto the / key and alt is wider than application / fn keys. My thumb is larger than the fn/application keys, so they feel distinctly different anyway. Not that you use alt a tonne.

Just leave the keys in.
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
October 14 2013 16:06 GMT
#5840
Removing Keys is absolutely a personal preference and is not required in any way by the layout.
Commentatorhttps://www.youtube.com/JaKaTaKtv
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