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[G] Fleet Keys - Refined Hotkey Systems - Page 6

Forum Index > StarCraft 2 Strategy
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Zerotoone
Profile Joined April 2013
Korea (South)1 Post
Last Edited: 2013-04-02 17:55:07
April 02 2013 17:54 GMT
#101
This is amazing! I hope I get used to it soon. One question though. Did you change the warp in key to Shift + middle mouse button because of the drag scroll bound? Does anyone actually use that option? I think I've never used middle mouse to move the camera. But I haven't played much so maybe it's useful? I changed the warp in to middle mouse just to make it a little bit simplier. Anyway great key setting!
eneyeseekay
Profile Joined March 2013
239 Posts
Last Edited: 2013-04-02 19:54:13
April 02 2013 19:48 GMT
#102
On April 03 2013 02:54 Zerotoone wrote:
This is amazing! I hope I get used to it soon. One question though. Did you change the warp in key to Shift + middle mouse button because of the drag scroll bound? Does anyone actually use that option? I think I've never used middle mouse to move the camera. But I haven't played much so maybe it's useful? I changed the warp in to middle mouse just to make it a little bit simplier. Anyway great key setting!

Hey thanks Zerotoone!

I like the MMB using Warp-in just like you have it now, and I suspect many other Protoss players will do the same. I didn't design Fleet Keys for mouse buttons outside MMB so I tried making the most of it without bloating the MMB with too many bindings, only immediately necessary ones (I have a Razer Abyssus; it's a standard mouse with no bells and whistles, just a MMB).

Warp-in being bound to Shift+MMB as default is just a way to allow it to exist and to at least give a player the idea that these types of bindings are nice options. I did not bind MMB on its own to select Warpgates because I couldn't keep a consistent theme across the 3 races with it that way. So the Drag-Cam was a nice fit for a universal binding/starting point for players. Drag-Cam may not be used so much among your average player, but just think about how often you pan screens by moving your mouse to the edge of the screen. Being able to press MMB and pan with the pan speed set to max should almost always be the better option when trying to scroll around. Just another option to scroll the map with a great amount of control.
Mintograde
Profile Joined August 2010
United States25 Posts
April 02 2013 22:40 GMT
#103
On April 03 2013 02:54 Zerotoone wrote:
This is amazing! I hope I get used to it soon. One question though. Did you change the warp in key to Shift + middle mouse button because of the drag scroll bound? Does anyone actually use that option? I think I've never used middle mouse to move the camera. But I haven't played much so maybe it's useful? I changed the warp in to middle mouse just to make it a little bit simplier. Anyway great key setting!

Middle mouse button drag is extremely useful when setting up camera locations if you want to be both fast and precise (click minimap, drag MMB to get it perfect, repeat).
eneyeseekay
Profile Joined March 2013
239 Posts
April 04 2013 05:02 GMT
#104
On April 03 2013 07:40 Mintograde wrote:
Show nested quote +
On April 03 2013 02:54 Zerotoone wrote:
This is amazing! I hope I get used to it soon. One question though. Did you change the warp in key to Shift + middle mouse button because of the drag scroll bound? Does anyone actually use that option? I think I've never used middle mouse to move the camera. But I haven't played much so maybe it's useful? I changed the warp in to middle mouse just to make it a little bit simplier. Anyway great key setting!

Middle mouse button drag is extremely useful when setting up camera locations if you want to be both fast and precise (click minimap, drag MMB to get it perfect, repeat).


I didn't like the feel of it at first because I wasn't used to how the game handles your cursor when dragging the camera. Your cursor could be on the top-left, then you would drag the camera, your cursor disappeared, and then and release w/e keys and the cursor would re-appear in the top left where you left it. Once I accepted that it was pretty intuitive to just click MMB instead of scrolling around. I'd like to see the cursor remain visible while dragging the camera. That would easily make it one of the most useful commands in the game if you could retain complete accuracy by having the cursor visible. Although it's super useful as-is...It would still be nice to see the cursor.

I wouldn't even call that a small nitpick, as it really takes away from the feature imo. I wonder if they (Blizzard) have a specific reason why they hide the cursor when using the camera drag?
trew
Profile Joined May 2010
Sweden93 Posts
April 04 2013 18:43 GMT
#105
I downloaded the protoss-terran alloy version and I have like 90~ unbound keys and the Stop-command is on the `-key. I can only assume that this has something to do with me having a swedish keyboard layout, so where can I see what the real keys should be?
JDub
Profile Joined December 2010
United States976 Posts
April 04 2013 19:14 GMT
#106
On April 05 2013 03:43 trew wrote:
I downloaded the protoss-terran alloy version and I have like 90~ unbound keys and the Stop-command is on the `-key. I can only assume that this has something to do with me having a swedish keyboard layout, so where can I see what the real keys should be?

You should be able to use this tool by Phatency to translate the hotkey file to your Swedish keyboard layout:
Use the flowchart in the skydrive to find out which layout is right for you and take a note of its name.

Use this tool for the conversion into your keyboard. Make a remapping file with it (check the readme). Requires .NET framework 3.0 or higher, and probably Windows.
https://dl.dropbox.com/u/14548792/SC2HotkeyRemapper.zip

When possible we'll have straight downloads for different keyboard types, for now, if you make a version for a different keyboard, please share it in the comments
trew
Profile Joined May 2010
Sweden93 Posts
April 04 2013 19:29 GMT
#107
Thanks for the tip, but I don't think the translated version helped very much. It still looks like this: http://i.imgur.com/6W92Uyv.png

Stop-command is on the key to the right of P ... that can't be right?
JDub
Profile Joined December 2010
United States976 Posts
April 04 2013 19:43 GMT
#108
On April 05 2013 04:29 trew wrote:
Thanks for the tip, but I don't think the translated version helped very much. It still looks like this: http://i.imgur.com/6W92Uyv.png

Stop-command is on the key to the right of P ... that can't be right?

Yeah i don't think so!
eneyeseekay
Profile Joined March 2013
239 Posts
Last Edited: 2013-04-04 22:17:14
April 04 2013 22:11 GMT
#109
The Alloy beta doesn't have any Master Sheets at this moment, so I don't have any visual references yet. HotS bindings aren't included in the Alloy beta at this time either, so those few keys must be bound manually since I can't. A pain, I know, but it's going to take time until I get the hotkey files made (unless someone wants to go through the bindings with me over Skype to produce them). This is why you have some unbound keys in Protoss & Terran HotS additions as well as for Zerg. In the T&P files, I unbound all Zerg keys because they had to be unbound to avoid some conflicts since the two files sport some key differences that could not be mapped together in the same file.

If you click through each unit or building in the in-game hotkeys interface, you'll be able to see the pattern that the Alloy bindings follow (emphasis on Q,W,E,A,S,D). The only thing I suggest when looking through them is binding Space Bar as an alternate key to your favorite spells and abilities (only applicable to Protoss and Terran, as Zerg uses Space Bar for Injects).

The Unit Commands for Alloy are as follows:
  • Q - Patrol (Some players swap it with move.)
  • W - Hold Position (Stop commands are issued automatically by the game after a unit is completed a task, Hold Position is more effective for combat and keeps your units planted like a "stopping command" should.
  • E - Attack (So much easier to reach than A or T, and allows for fast alternating between the 3 most commonly-used Control Groups: 1,2,3.)
  • R - Move (Necessary for things like Magic-Boxing/avoiding clumping, and leading Widow Mine shots.)
  • T - Burrow
mongoose22
Profile Joined July 2012
174 Posts
Last Edited: 2013-04-05 07:07:39
April 05 2013 07:00 GMT
#110
Downloaded the Alloy keys and they look like an interesting combination of a grid-based philosophy with a more usable layout. I have a number of comments and a to-do list of what you need to consider once you get Heart of the Swarm access, which you will need to make separate hotkey files for, since the ordering of buttons has changed in a number of places.

Note that for grid positioning I will use A-C as rows and 1-5 as columns.

TERRAN

Both Versions
Command Center, Planetary Fortress: If you wanted to be consisted with transports, Load All should be assigned to F and Unload All should be assigned to D.

Tech Lab (Starport): With no Seeker Missile research, the Corvid Reactor and Cloaking Field buttons have moved over to A3-A4, so by convention they should be assigned hotkeys E and R,respectively.

Bunker: The Set Rally Point should be . (period) to be consistent with the other buildings.

SCV: The Advanced Structures hotkeys don't follow the usual convention; Armory should be assigned to S, Starport to Z, and Fusion Core to X.

Current WoL Setup
Tech Lab (Factory): The 250mm Strike Cannons should be mapped to E.

Future HotS Setup
Barracks: The Reaper has been moved to before the Marauder, so the order is now Marine, Reaper, Marauder, Ghost, meaning the Reaper and Marauder need to switch hotkeys to W-E.

Factory: The new unit order goes Hellion, Widow Mine, Siege Tank, Hellbat, Thor from A1-A5.

Tech Lab (Factory): Drilling Claws and Transformation Servos are at A2-A3 and should be assigned W-E.

Armory: Vehicle and Ship Plating has been combined and should be assigned to W.

Hellion: Hellion Mode and Hellbat Mode are at C1-C2 and should be assigned to A-S or Z-X.

Widow Mine: Activate Mine and Deactivate Mine are at C2-C3. Given the other Terran conventions they likely should be assigned to A/Space and S.

Thor: High Impact Payload and Explosive Payload are at C1-C2 and should be assigned to A-S or Z-X.

Medivacs: Assign Ignite Afterburners to A/Space.

PROTOSS

Both Versions
Warp Gate: IMO Escape is too common of a key to assign to the Transform to Gateway ability. The number of times I would make a mistake undoing a Warp Gate change while hitting Escape would far exceed the convenience of something the vast majority of players never do. I'd remove Escape and leave it with just X as the hotkey.

Fleet Beacon: Anion Pulse-Crystals should be assigned to Q.

Future HotS Setup
Nexus: The button to build the Mothership has been replaced with Mothership Core, which isn't a big deal. A bigger problem is that the Nexus now can attack, so it has an Attack button that's bound to E with all the units. I'd recommend assigning W to the MSC and changing the Chrono Boost key to A/Space.

Stargate: The order of units to build has changed. It now goes Phoenix, Oracle, Void Ray, Tempest, Carrier, which would change the Void Ray and Carrier build hotkeys from WoL. (Unfortunate that Tempest and Carrier aren't switched.)

Sentry: The hallucinated Oracle at C2 pushes the Colossus to C3, changing their hotkeys to X and C, respectively.

Mothership Core: This unit poses all sorts of problems for your setup. It has the button to upgrade to full mothership at B1, then Photon Overcharge, Mass Recall, and Time Warp from C1-C3. So if it was like a grid you'd assign A to the upgrade and then Z-X-C to the spells, but every other unit assigns A-S-D to spells, so it's more natural from a use standpoint to assign A-S-D to the spells on the bottom row and something like Z to the upgrade, even though visually it's reversed. (Space should be assigned to Time Warp.) And the other related problem is...

Mothership: The new mothership has the same spells as the core, except it's missing Photon Overcharge -- and the remaining two spells have shifted over to C1-C2. So, either you follow grid and reassign those spells as A-S, or you keep the spells consistent with the core and assign them to S-D, or you go back and assign the spells in the core as D-A-S as some sort of compromise. Personally I'm a fan of option #2.

Oracle: It has four spells from C1-C4: Revelation, Envision, Activate Pulsar Beam, and Deactivate Pulsar Beam. To be consistent these should be assigned as A-S-D-F. I'd assign Space as an alternate to Activate Pulsar Beam.

Void Ray: Assign Prismatic Alignment ability. Should be A/Space.

ZERG

Both Versions
Ultralisk Cavern: Chitinous Plating should be assigned to hotkey Q.

Drone: The Infestation Pit is assigned the wrong hotkey for Advanced Structures; it should be W.

Zergling, Corruptor, Overlord: I believe the morph action should be consistent with the building morphs, all of which are mapped to Z. So I would map each of these units' morph actions to Z. This has the advantage of adding consistency between the Corruptor and Overlord morph keys, which are currently S and A, respectively. For the Corruptor, I would keep Corrupt on A; I would move Generate Creep to X on the Overlord, as it pairs up well with the Stop Generate Creep command, which currently can't be changed and is mapped to C.

Baneling: I feel the explosion is an important action and should be moved up to A. Enable/Disable Building Attack can then be mapped to Z-X, which feels more natural as they're less used.

Current WoL Setup
Infestation Pit: Pathogen Glands and Neural Parasite should be assigned to Q and W, respectively.

Future HotS Setup
Hydralisk Den: Muscular Augments should be assigned hotkey W.

Infestation Pit: The upgrade button order is now Pathogen Glands, Neural Parasite, Enduring Locusts, which should be assigned hotkeys Q-W-E.

Larva: The units produced from larva have been reordered and need to have their hotkeys reassigned as appropriate.

Drone: The Basic Structures layout has been modified so that the Roach Warren and Baneling Nest are in row B and the two static defenses are in their own row C. The hotkeys need to be reassigned as appropriate.

Viper: The three spells are Consume, Abduct, and Blinding Cloud, assigned to A-S-D.

Swarm Host: Three things have to be mapped: Spawn Locusts, Burrow/Unburrow, and Set Rally Point. The options that most make sense are either to follow the unit burrowing convention and assign T to Burrow/Unburrow, and then A to Spawn Locusts; or, since Burrow is the primary action you do with Spawn Hosts, follow the Crawler convention and assign Burrow/Unburrow to A and Spawn Locusts to S or Z (it's an autocast, so used less often). I lean towards the second option myself. Set Rally Point should be mapped to . (period) like the rally points on the Hatchery.
eneyeseekay
Profile Joined March 2013
239 Posts
April 05 2013 08:45 GMT
#111
+ Show Spoiler +
On April 05 2013 16:00 mongoose22 wrote:
Downloaded the Alloy keys and they look like an interesting combination of a grid-based philosophy with a more usable layout. I have a number of comments and a to-do list of what you need to consider once you get Heart of the Swarm access, which you will need to make separate hotkey files for, since the ordering of buttons has changed in a number of places.

Note that for grid positioning I will use A-C as rows and 1-5 as columns.

TERRAN

Both Versions
Command Center, Planetary Fortress: If you wanted to be consisted with transports, Load All should be assigned to F and Unload All should be assigned to D.

Tech Lab (Starport): With no Seeker Missile research, the Corvid Reactor and Cloaking Field buttons have moved over to A3-A4, so by convention they should be assigned hotkeys E and R,respectively.

Bunker: The Set Rally Point should be . (period) to be consistent with the other buildings.

SCV: The Advanced Structures hotkeys don't follow the usual convention; Armory should be assigned to S, Starport to Z, and Fusion Core to X.

Current WoL Setup
Tech Lab (Factory): The 250mm Strike Cannons should be mapped to E.

Future HotS Setup
Barracks: The Reaper has been moved to before the Marauder, so the order is now Marine, Reaper, Marauder, Ghost, meaning the Reaper and Marauder need to switch hotkeys to W-E.

Factory: The new unit order goes Hellion, Widow Mine, Siege Tank, Hellbat, Thor from A1-A5.

Tech Lab (Factory): Drilling Claws and Transformation Servos are at A2-A3 and should be assigned W-E.

Armory: Vehicle and Ship Plating has been combined and should be assigned to W.

Hellion: Hellion Mode and Hellbat Mode are at C1-C2 and should be assigned to A-S or Z-X.

Widow Mine: Activate Mine and Deactivate Mine are at C2-C3. Given the other Terran conventions they likely should be assigned to A/Space and S.

Thor: High Impact Payload and Explosive Payload are at C1-C2 and should be assigned to A-S or Z-X.

Medivacs: Assign Ignite Afterburners to A/Space.

PROTOSS

Both Versions
Warp Gate: IMO Escape is too common of a key to assign to the Transform to Gateway ability. The number of times I would make a mistake undoing a Warp Gate change while hitting Escape would far exceed the convenience of something the vast majority of players never do. I'd remove Escape and leave it with just X as the hotkey.

Fleet Beacon: Anion Pulse-Crystals should be assigned to Q.

Future HotS Setup
Nexus: The button to build the Mothership has been replaced with Mothership Core, which isn't a big deal. A bigger problem is that the Nexus now can attack, so it has an Attack button that's bound to E with all the units. I'd recommend assigning W to the MSC and changing the Chrono Boost key to A/Space.

Stargate: The order of units to build has changed. It now goes Phoenix, Oracle, Void Ray, Tempest, Carrier, which would change the Void Ray and Carrier build hotkeys from WoL. (Unfortunate that Tempest and Carrier aren't switched.)

Sentry: The hallucinated Oracle at C2 pushes the Colossus to C3, changing their hotkeys to X and C, respectively.

Mothership Core: This unit poses all sorts of problems for your setup. It has the button to upgrade to full mothership at B1, then Photon Overcharge, Mass Recall, and Time Warp from C1-C3. So if it was like a grid you'd assign A to the upgrade and then Z-X-C to the spells, but every other unit assigns A-S-D to spells, so it's more natural from a use standpoint to assign A-S-D to the spells on the bottom row and something like Z to the upgrade, even though visually it's reversed. (Space should be assigned to Time Warp.) And the other related problem is...

Mothership: The new mothership has the same spells as the core, except it's missing Photon Overcharge -- and the remaining two spells have shifted over to C1-C2. So, either you follow grid and reassign those spells as A-S, or you keep the spells consistent with the core and assign them to S-D, or you go back and assign the spells in the core as D-A-S as some sort of compromise. Personally I'm a fan of option #2.

Oracle: It has four spells from C1-C4: Revelation, Envision, Activate Pulsar Beam, and Deactivate Pulsar Beam. To be consistent these should be assigned as A-S-D-F. I'd assign Space as an alternate to Activate Pulsar Beam.

Void Ray: Assign Prismatic Alignment ability. Should be A/Space.

ZERG

Both Versions
Ultralisk Cavern: Chitinous Plating should be assigned to hotkey Q.

Drone: The Infestation Pit is assigned the wrong hotkey for Advanced Structures; it should be W.

Zergling, Corruptor, Overlord: I believe the morph action should be consistent with the building morphs, all of which are mapped to Z. So I would map each of these units' morph actions to Z. This has the advantage of adding consistency between the Corruptor and Overlord morph keys, which are currently S and A, respectively. For the Corruptor, I would keep Corrupt on A; I would move Generate Creep to X on the Overlord, as it pairs up well with the Stop Generate Creep command, which currently can't be changed and is mapped to C.

Baneling: I feel the explosion is an important action and should be moved up to A. Enable/Disable Building Attack can then be mapped to Z-X, which feels more natural as they're less used.

Current WoL Setup
Infestation Pit: Pathogen Glands and Neural Parasite should be assigned to Q and W, respectively.

Future HotS Setup
Hydralisk Den: Muscular Augments should be assigned hotkey W.

Infestation Pit: The upgrade button order is now Pathogen Glands, Neural Parasite, Enduring Locusts, which should be assigned hotkeys Q-W-E.

Larva: The units produced from larva have been reordered and need to have their hotkeys reassigned as appropriate.

Drone: The Basic Structures layout has been modified so that the Roach Warren and Baneling Nest are in row B and the two static defenses are in their own row C. The hotkeys need to be reassigned as appropriate.

Viper: The three spells are Consume, Abduct, and Blinding Cloud, assigned to A-S-D.

Swarm Host: Three things have to be mapped: Spawn Locusts, Burrow/Unburrow, and Set Rally Point. The options that most make sense are either to follow the unit burrowing convention and assign T to Burrow/Unburrow, and then A to Spawn Locusts; or, since Burrow is the primary action you do with Spawn Hosts, follow the Crawler convention and assign Burrow/Unburrow to A and Spawn Locusts to S or Z (it's an autocast, so used less often). I lean towards the second option myself. Set Rally Point should be mapped to . (period) like the rally points on the Hatchery.

Oh wow! So many changes for the HotS layouts. Thank you so much for taking the time to type this up, it's going to be a great help when I do get access to the expansion. I'm going to store this post to use as a reference point for later, so thank you again. Right now, I'm working on revamping the thread to make room for the new Element and Alloy format the thread will follow, so I've got lots to do until I gain access!

With Element, most things seem to be fairly static, so that's great. It's a strength and limitation that seems to be the case with that layout.

Alloy is still in its very early stages, but the points you made are going to help a lot for it getting off on the right foot! I'm glad that just by checking it out you see the patterns and the concepts that drive the layout. I realize that Alloy is much more ambitious than Element, but I hope it doesn't look too alien, as familiarity and structure are themes I want to play close to when possible.

The MsC/MS looks like it's going to require some going over. As for the Swarm Host, I like Burrow being on A, I may even use T as an Alternate binding for Burrow as well. You'r right about the rally point. They were not commands that I ever see people use, so I bind them far out of the way. It makes the Command Cards look less appealing, but it keeps the game from throwing up conflict messages.

I have a question for you though, what's your take on Space Bar's use as a customizable "Smart-Key"?

Often times, I will bind keys to keep them from reporting conflicts, even if the hotkeys are bound to far-away keys to never be used (I do try to keep them together on the far right).
eneyeseekay
Profile Joined March 2013
239 Posts
April 05 2013 17:24 GMT
#112
Questions and Answers section now updated! I'll be sure to add more in the near future.
eneyeseekay
Profile Joined March 2013
239 Posts
April 06 2013 03:03 GMT
#113
Got HotS access! Finally, it's time go to work on the new HotS Fleet keys systems!
eneyeseekay
Profile Joined March 2013
239 Posts
April 07 2013 18:43 GMT
#114
Additional Q&A updates! Check them out!

Support for non-US keyboards starts as well! It will take a while for the Master Sheets to appear though, as they all need updating across the board. Hotkey files first, Master Sheets later.
eneyeseekay
Profile Joined March 2013
239 Posts
April 08 2013 09:45 GMT
#115
Updated Q&A section again.

AZERTY Alloy versions are now up! Find them through the red Alloy links throughout the thread. Let me know if anything is broken!
eneyeseekay
Profile Joined March 2013
239 Posts
Last Edited: 2013-04-09 07:45:59
April 09 2013 07:42 GMT
#116
HotS QWERTY and AZERTY Element files are now uploaded! That makes the HotS systems complete!

Fleet Keys Alloy Download Files (Beta): Drop Box

Fleet Keys Downlod Files: Drop Box


Please note that the Master Sheets now have a couple bindings that are not accurate anymore, so treat Caps Lock for Zerg as Control Group 5, which removes CG5 from Alt.

Also, in Protoss, Warp-in is no longer bound to Alt.

Edit: The newly uploaded files seemed to be solid and without any errors, but as always, if anyone sees a mistake, let me know and it will be corrected!
JDub
Profile Joined December 2010
United States976 Posts
April 09 2013 14:25 GMT
#117
@eneyeseekay
Out of curiosity, how are you creating the alternative keyboard layout versions? If you are doing it by hand, I may be able to help you automate the process.
AsmodeusXI
Profile Blog Joined July 2007
United States15536 Posts
April 09 2013 18:19 GMT
#118
@eneyeseekay
Do you have any quick hotkey switching solutions for people looking to use Fleet Keys to play Random? I'm not mistaken when I say they aren't interchangable, right?
WriterTL > RL. BNet: Asmodeus#1187 - LoL: DJForeclosure - Steam: asmodeusxi | www.n3rddimension.com
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
April 09 2013 18:43 GMT
#119
I don't understand how Q can be bound to both command card and also to Control group 7... Do I have to press alt+Q if I want to use my command card ability?
~ ~ <°)))><~ ~ ~
eneyeseekay
Profile Joined March 2013
239 Posts
Last Edited: 2013-04-09 20:27:07
April 09 2013 20:24 GMT
#120
@JDub

I made the bindings that I could on my QWERTY/US keyboard, and then sent the file over to a player in EU that used AZERTY. He patched up the problems on the AZERTY files and then I reviewed/uploaded them. I'm not sure if you've run into this before, but he's telling me that the Grid-based layout, Element, doesn't work on AZERTY keyboards, he suspects it might have something to do with the language of the game install itself. He said it's probably something that Blizzard would need to fix, but I have no idea what it could be, as I haven't been able to look into it yet. I laid out the Grid bindings according to how AZERTY keyboards appear, but I guess that isn't enough?

I won't be making other versions for quite a while, but I will PM you if I need to "translate" or "migrate" the layouts over to other formats. Thanks a lot for the offer!


@AsmodeusXI

For each version of Fleet Keys for each keyboard type, there are only 2 layouts that you'd need to switch between. I can't offer any more help regarding that because the Zerg layout is different than the Terran Protoss ones. If you are a Random player, then you will have to switch between the two files whenever you go from Terran and Protoss, to Zerg. It's not the perfect situation, but it's better than having 3 separate files. If you were to modify the Zerg layout to work like Protoss and Terran or vice-versa, then you could have one single file to play from, but you forego any big advantage that the two separate files provide to their respective races.


@TheFish7

Q,W,E,R are selected by pressing Alt+Q to R.
You create them by pressing Ctrl+Q to R.
Ctrl+Shift+Q to R adds to the created groups.

When you aren't pressing Alt, they behave as normal, so for example, if you select an Engineering Bay or Evo Chamber, you can press Q,W or E to issue a research command. You won't select a Control Group from Q to R. Control Groups 7,8,9,0 (Q,W,E,R) are placed there to bring in all of your Control Groups closer to you, same as Camera Locations are too. Camera Locations are created and selected the exact same way , with Alt+A to F/Z to V to select, and Ctrl+A to F/Z to V to create the locations. The hotkeys linked to Q to V have no effect on the game's commands unless you use the modifier key Alt.

The same rules apply to Unit commands such as Patrol, Hold Position, Attack, and Move (Q,W,E,R, respectively). You can press them freely on their own while selecting your 1- 5 control Groups, and they have zero effect on the control Groups stored within Q-R.
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