What do i have to do to change the data? I can´t see it ingame listed as .txt
:-/
Quote: Notepad rules. Got it. Thanks!
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Haku
Germany550 Posts
What do i have to do to change the data? I can´t see it ingame listed as .txt :-/ Quote: Notepad rules. Got it. Thanks! | ||
rigginssc2
18 Posts
You moved "spells" into the middle row, but what does that mean for things that were in the middle row? To figure it out do you need to just download it and look at the command card for awhile? Another thing, what the heck does the hand with the Q and V next to it mean?! You use that icon on both Element and Alloy but don't define what it means anywhere. Maybe it was in a previous, older, version of the docs? Is there a video showing this off somewhere? You seem to talk about the prospect of making one in a few places in this forum but I could not find one. I use a modified grid and if this has keys in a less "fingers get tangled" way I could be interested. But as it stands now, I can't understand what it is trying to do. Thanks! | ||
eneyeseekay
239 Posts
Stop was nowhere near as useful as Hold Position in most situations, so it was left out. You can add it into your file somewhere for that rare occurrence where you start blowing up your own structures with Tanks (check out the file in the OP's main header, it includes stop at G). Move is incredibly valuable, especially with rapidfire. Banelings are a big beneficiary of the Move command (you move to split them to avoid wasting Banelings on anything-- also reduces overkill). Medivacs or Warp Prisms can also make good use of this as well, since right-clicking in and around units can accidentally queue up a pickup you may not want. Move essentially allows you to tell your units to move around under any circumstance, regardless of whether there are targets available or not for said units to interact with. Moving the spells up was an optimization to take advantage of the unused key positions and unnecessary reaching that Grid is bad for. The file in the OP's header optimizes things much further without straying too far from Alloy's concept. It's still a work in progress though. The game changes with every patch and LotV is set to change even more up, so it will be an ongoing thing. I'm also strapped for time these days as well. I highly suggest using a unit tester map or a few AI games to familiarize yourself with it. The cheat sheets try to pack a lot of info into a small package, so every binding can't be shown. I do include examples though, to give an idea from a glance. The hand with the Q-V is a symbol that represents the modifier key (Alt in this case) that allows you to access any layered commands under the Q-V keys. I could have displayed it as Q,W,E,R,T,A,S,D,F,Z,X,C,V, but Q-V summed it up well enough (I had hoped). As for videos, I still have plans to release a few. Once things settle down, I plan on releasing some. The OP outlines it pretty good. What it tries to do, is basically condense the hotkeys down into a small, organized package that is easy to grasp (obviously takes some amount of time to adjust to-- like anything), easy to read and execute commands in-game when learning, and offer as much as possible in terms of functionality and rapidfire shortcuts/advantages. Everything is really up-in-the-air in regards to what the layout will be like post-LotV, so my suggestion is to check out the new layout in the OP and try it out. Once LotV is released and changes have slowed, Alloy might receive its last update, and the new layout will get all the attention. There is no cheat sheet for it atm, but feel free to check out the bindings in-game. They are fairly simple, despite the many alternate commands that were added. | ||
rigginssc2
18 Posts
Oh, one other "one other" thing... Camera keys. Hitting Alt+<something> is not so fast. certainly not as easy as the original F1 at least it seems that way. I have to life my whole hand, twist it, and use two fingers (thumb for alt and then some other finger for the camera of choice) where as with the function keys I still have to lift but I can just smash with my index and middle for whatever I wanted to toggle. Overall, I like it so far though. Having spacebar for rapid fire on the most common thing is awesome. Moving the "bottom row" up to the "middle row" makes things easy. I haven't tried the beta version, just alloy Terran/Protoss. | ||
eneyeseekay
239 Posts
The ordering of the q/w/e/r commands are set up so that you can assign 3 consecutive Attack or Patrol commands to 3 separate control groups quickly. Practice 1e2e3e for a minute in notepad or wherever and you'll see that compared to 1t2t3t the T binding tends to be more difficult. Jumping to T frequently may pull your hand around on the keyboard as well, further away from the majority of the area where most hotkeys are concentrated. You also might have massive hands and hitting T is no problem for you. As for the other commands, Hold Position is very, very useful and so is Patrol. Move is likely the least useful or used and is also a command that disables attacking (dangerous if used accidentally) so it is far from the Attack/Patrol commands. Moving into an army when you wanted to Attack-move is much worse than accidentally Patrolling into an army right? I suggest keeping your thumb loosely resting between Spacebar and Alt whenever possible. Another way to help speed things up is to practice tapping Alt and the other keys in a way that almost looks simultaneous. It might take a bit to get used to treating the Alt commands more like one keystroke, but it feels much better than pinning the Alt key down in preparation before tapping the next key. That's when it feels like you're slowing down. I highly recommend checking out the Arcade map called Hotkey Trainer (HotS). The 1.2 version is fine--it's the one I test with; usually with the basic and advanced structures as they require different sequences of keystrokes (more variety). Once you try out the hotkeys the first time and start getting the hang of it, reset the right/wrong/time counters, and go at a steady/accurate pace. It should be easy to reach 1.15 for a reaction time after your 2nd or 3rd attempt. When you reach 0.96-0.98, that's when it really starts clicking with you. Since the in-game/"faster" time is sped up to be 38% faster than real time, anything near a 1.0 reaction time is going to be the equivalent of under 2 thirds of a real second, which pretty good considering the fact that you are reading the random structure name, processing it, and performing 2 keystrokes. Lastly, I encourage you to give the new "Beta" layout a try in that hotkey trainer if you plan on sticking with Alloy and want to squeeze significantly more out of it. The alternate bindings play a big role in speeding things up beyond what Alloy can do. Mouseover the command card icons in-game to check them out, and take note of the Q/D/Space alternates in structures like the Barracks and Command Center for double and triple-queueing of common/cheap units. | ||
blackxored
25 Posts
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eneyeseekay
239 Posts
Based on the low participation rate of the introductory polls, I'm not sure if we'd see much in terms of results, but it would be interesting in any case. I prefer the Base Camera method with box select when Hatch/Queen ratio is not 1:1 and base count is relatively low (3/4 max). If the ratio is 1:1, I use Base Camera method, with Base Cam and Inject pressed simultaneously & quickly. Behaves similar to Rapidfire injects, only more reliable, albeit slower as the base number climbs. If there is ever a time where I had macro Hatches (extremely uncommon) and/or I was on a silly amount of bases, I would resort to Camera Locations (aka "Layered") for as long as needed. I'd recommend Base Cam and Cam Locations over mouse scrolling, individual Hatches, individual Queens, or minimap injecting. Although the individual Queens method is probably the least awful, it's still hard to recommend it when avoiding going past numbers 6,7 or 8 on your keyboard. Keyboard space is hard to come by and you'll be injecting quite a bit so I prefer the fastest and easiest to incorporate and perform reliably. | ||
terranosaurus
7 Posts
And f7 return cargo, i use it quite much, any suggestion where bind it ? What about rapid fire, if i want mass supply depot, it doesn't work because on s is armory and it start select it opposite spam supply depots. I want for example spam barracks or factory, bind it on same hotkey, it probably interfere with something and if you bind it on s same. I think i put rapid fire on p for example and bind it to mouse and same with cargo. Thank you for awesome hotkey layout, i think this beats even core. | ||
terranosaurus
7 Posts
i am gracefull for, that template and i want you give feedback about hotkeys i changed, for other terran players here. First i swoped stop (f5) with move (r). At orbital command is scan binded to:"r,s", i removed s to accidentaly scaning multiple times. I binded to capslock:"jump to last alert". Return cargo i binded to my forward mousebutton with autohokey, script:"XButton2::f7", because if you take workers with minerals and order them to build, you can shift and autocargo them to return back. To my backward mouse button escape, script:"XButton1::escape", because if you accidentaly select other building to build, escape is to far away. I removed Middlemousebutton to MoveMinimapCamera(TargetingMode) and binded it to right click, because if i want move with camera on minimap in targeting mode i must lift my finger from right click to middle mouse button, there is no reason to do that. I added banshee cloacking to space. In ghost academy, i binded to space cloaking, it was on nuke. I binded to space orbital command at cc. In armory was upgrade vehicle weapons on e and space didn't work, despite it was in hotkey file, i binded it in game than and it worked. In factory tech lab i binded to space pre igneter, because i play mech, you can bind drilling claws, if you play bio. What about control groups, it is tricky, because alt. It is still comfortable enough pressing alt and then hotkey. I think i will use 1-5 for army. Tab for prodution, q for all ccs and upgrades, "w,e,r" for 1-3 cc in early to mid game and then i maybe switch it to army or drops. Thanks for layout, i am currently master eu on standart, i can't wait how much i improve on this. | ||
blackxored
25 Posts
Here's how I inject 1. Select Queen CG (Mouse button 4/ Alt + E in my setup) 2. Hold Shift (keep holding shift) 3. S (inject) 4. Press Z + click (camera jump + hatchery) 5. Continue for other cameras (X, C, V) | ||
terranosaurus
7 Posts
i have problem, i want banshee cloaking on space and same time ghost emp on space, it tells me conflict and even i press ignore, one space hotkey get unbinded from both. I tried change it even in config file. It's weird, banshee and ghost are completely other units and it doesn't conflict with each other at all. Please help. | ||
eneyeseekay
239 Posts
This happens because the Banshee and Ghost's Cloak abilities are actually tied together. They are separate in the Data Editor. I ran into this issue when creating the default Smart Key bindings so I know the exact issue which you're referring to. I couldn't find a fix for it then (or now), but I did notice that while being seemingly separate abilities (Decloak, Load/Unload, and Burrow/Unburrow also have this issue), the game treats them as if they share the same hotkeys. Unfortunately I do not know of a fix for this. | ||
terranosaurus
7 Posts
Nothing is worse, than don't know why it doesn't work and rather that could work. | ||
PoP
France15446 Posts
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anilusion
Sweden247 Posts
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eneyeseekay
239 Posts
I was waiting until things mostly stabilized in regards to the game content itself. The game's been completely changed and Blizzard has stated that they are still willing to make more wide-scale changes so it's hard to say if it's "safe" to design/refine around something that's time-consuming to prepare for and is effectively still under development/subject to significant change. Having said that, I suppose I could whip up something quick for the time being and do a bigger update later, it will eventually come (so much hotkey stuff on the backburner). The next round of community feedback for LotV and potential changes should be interesting, as they have the potential to change the demands of every layout. For example, ability hotkeys will more than likely require a rework since there are so many new abilities added which are expected to be used often. Also, the changes to macro mechanics, especially in Zerg and Protoss' case, would likely warrant another critical look in that area. | ||
anilusion
Sweden247 Posts
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sifnt
1 Post
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Heinzcz
1 Post
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Kjenes
2 Posts
On November 11 2015 17:57 anilusion wrote: Wouldn't the current Zerg setup work fine with the new larva mechanics? Or does the ability to queue break it somehow? I have found that if you inject using camera location keys it works fine, and when you get later into the game the rapid fire inject is nice to quickly que up injects(jump to a base, select the queens around the base, shit+s and then let the rapid fire do it's thing, release shift and jump to the next base. | ||
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