and if they ban poeple for using it, what are the options?
[G] Customized hotkeys without bugs - Page 22
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fickazzz
Germany152 Posts
and if they ban poeple for using it, what are the options? | ||
Tamerlane
Canada424 Posts
On July 12 2010 22:34 fickazzz wrote: anyone knows how its gonna be after release? can we still use tools like these, or does blizzard see this a ban reason... ? and if they ban poeple for using it, what are the options? Start by reading the FAQ in OP (question 6 if I recall correctly) and if you get banned for using such a tool you have the following options : - Buy a new copy and register a new battle.net account - Hire a lawyer that will sue Activision-Blizzard - Whine at a/multiple GM(s) in hope of having the account unlocked (these options are sorted in descending order of effectiveness to get back playing in a timely manner) | ||
cloaked
United States32 Posts
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Tiler
Russian Federation79 Posts
What's new: - [Units Analyzer] fixed 'Sentry'. Added attacking buildings - [Video Options] removed 'Shaders' Extreme - [Patch Notes] added unlisted balance changes from forum PS: [Units Analyzer] makes mistakes at some units because collecting data from one file (not from 2) | ||
InfiniteIce
United States794 Posts
On July 14 2010 00:16 Tiler wrote: SC2Tools v0.99.9 Download What's new: - [Units Analyzer] fixed 'Sentry'. Added attacking buildings - [Video Options] removed 'Shaders' Extreme - [Patch Notes] added unlisted balance changes from forum PS: [Units Analyzer] makes mistakes at some units because collecting data from one file (not from 2) I luv you <3 :D thanks as always | ||
Peekaboo
Canada219 Posts
The only problem is they use THE STUPID GRID for casting. So if you accidentally have any other unit (like say a raven) in your group you can't stim. Basically, all the casts are in the same spot in the grid and they use a hierarchy to decide which one will show. So this is fine if you have things nicely organized into groups by unit type, but say you have a ghost in with your marines....you can only hotkey the ghost casts. And this tool doesn't seem great for messing with Grid hotkeys. Basically, I want Grid hotkeys but I want default hotkeys for unit casting. Has anyone done this (if so could you email me your file)? Is it possible without spending hours manually recoding all the keys in the game and not knowing whether it will be allowed in Live? Many thanks if you respond. I cant not use Grid keys now, but they are bad bad. | ||
scott desu
United States34 Posts
I put camera hotkeys on f2-f8 just like scbw, helps me roflstomp noobs AND keep an eye on my base. As for if its allowed by Blizzard, I don't think they will ban people for it. They have stated for wow [i know its a different game, but same company, you know?] that rebinding keys on a 1:1 ratio if it works better for you the play is fine. The only thing they are stated as having a problem with is macros, like one key does a series of key strokes that will essentially "do part of the game for you". But they did say that they would have customizable hot keys, so until then, this isn't really that big of a deal in my eyes. | ||
Tamerlane
Canada424 Posts
On July 15 2010 07:07 Peekaboo wrote:Basically, I want Grid hotkeys but I want default hotkeys for unit casting. Has anyone done this (if so could you email me your file)? Is it possible without spending hours manually recoding all the keys in the game and not knowing whether it will be allowed in Live? - I have my own hotkeys which are based on grid, but has a lot of changes for building and unit production... I could send that to you, but my guess is that you will need to rebind your hotkeys one by one (well, those you want to have them use the grid interface, otherwise you just leave them there). - It really does not take hours to do, maybe half an hour to rebind ALL hotkeys with all 3 races - since this is not your case, I guess you will be done in 15-20min. - Why would it not be allowed in live play if you go to BYOC events? Sure, if you end up being pro-level and attend events where you don't have to bring your comp, this might be a different issue, although as there are more and more players using custom hotkeys, organizers will allow that. On July 15 2010 08:33 scott desu wrote:But they did say that they would have customizable hot keys, so until then, this isn't really that big of a deal in my eyes. So far they have been clear enough they won't offer customization inside the game. What they were referring to when they said will offer customization is the grid, classic and right-side variants. | ||
spinesheath
Germany8679 Posts
On July 15 2010 07:07 Peekaboo wrote: Being a new Starcraft player who played all three races at the start I naturally chose Grid hotkeys because they are far superior for ease of use. Or so it seemed. The only problem is they use THE STUPID GRID for casting. So if you accidentally have any other unit (like say a raven) in your group you can't stim. Basically, all the casts are in the same spot in the grid and they use a hierarchy to decide which one will show. So this is fine if you have things nicely organized into groups by unit type, but say you have a ghost in with your marines....you can only hotkey the ghost casts. And this tool doesn't seem great for messing with Grid hotkeys. Basically, I want Grid hotkeys but I want default hotkeys for unit casting. Has anyone done this (if so could you email me your file)? Is it possible without spending hours manually recoding all the keys in the game and not knowing whether it will be allowed in Live? Many thanks if you respond. I cant not use Grid keys now, but they are bad bad. Use Tab to switch to a group of casters. If you are using Grid as a basis then you can't really use the default hotkeys for spells because they will conflict with other hotkeys that are not spells. For example Storm could be on T (is it? I never really played toss in SC2 and now I have fully remapped keys too...), and Attack Move is on T. That won't work. So to achieve what you want you will have to do this: 1) Identify the grid locations of all the non-spell actions. My first guess would be that they occupy exactly the top and middle row: QWERT/ASDFG. 2) Identify UI hotkeys that could conflict with your remapping. Should only be Warp In. Dunno where that is on Grid. Y? 3) Make a list of the hotkeys that are free for spells: ZXCVBNHUJM etc. 4) Make lists of spells that should not collide. For example a list of all spells for each race. Maybe the Orbital Command spells are free to collide with the Raven spells, so they don't have to be on the same list. But Stim and Auto Turret should not collide, so those have to be on one list. 5) Based on those lists, assign each spell a non-conflicting hotkey. Btw, would anyone consider something like "D" instead of "Ctrl+3" for assigning a control group a Macro/not a 1 to 1 mapping? (example is arbitrarily chosen, but I use something similar) Are there some pairs of commands (unit and/or UI hotkeys) that can be placed on the same key which are then executed both if you hit that key? If so, would you consider that legal? Basically I would consider a legal 1 to 1 mapping everything that you can do with the GameHotkeys.txt files. What do you guys think? | ||
Tamerlane
Canada424 Posts
On July 15 2010 18:04 spinesheath wrote:Btw, would anyone consider something like "D" instead of "Ctrl+3" for assigning a control group a Macro/not a 1 to 1 mapping? (example is arbitrarily chosen, but I use something similar) Personnally I am fine with that, it's not so much the number of keys more than the number of "commands" - in this case I consider "ctrl+#" a single command. On July 15 2010 18:04 spinesheath wrote:Are there some pairs of commands (unit and/or UI hotkeys) that can be placed on the same key which are then executed both if you hit that key? If so, would you consider that legal? I'm not sure to fully understand this one (I assume it is a difference example than the one above), as I see it : you press one hotkey and 2 commands (e.g. 2 different abilities) are resulted from that? This is 1-to-2 mapping and that is forbidden.[/QUOTE] | ||
spinesheath
Germany8679 Posts
On July 15 2010 18:50 Tamerlane wrote: I'm not sure to fully understand this one (I assume it is a difference example than the one above), as I see it : you press one hotkey and 2 commands (e.g. 2 different abilities) are resulted from that? This is 1-to-2 mapping and that is forbidden. I don't even know if it works (aside from macros through 3rd party software obviously), but let me provide an example to make this clearer: Set Camera Position 0: mapped to 'A' Spawn Zergling: mapped to 'A' So assuming this actually works (I personally doubt it), whenever you have a larva selected and hit A, a zergling would be morphed and and the current camera position would be saved. My assumption is that one of the two overrides the other, but I haven't tried yet. Toggle Sound does override other commands though, so that is a hint. It might be the case that whenever possible, a zergling is morphed, and otherwise the cam position is saved. I don't have any concrete useful ideas for this yet, and I am not really looking for a good use either, but I'd love to have a simple rule for hotkey remapping: "Everything that is possible just by modifying the GameHotkeys.txt files is allowed. Nothing else." This would also exclude operating system keybard mappings, mouse/keyboard driver remappings and other 3rd party remappings. Even if they are 1 to 1. Of course I am not to decide that, though I feel it would make sense for offline tournaments (and hopefully the GameHotkeys.txt files can be stored on your bnet account in the future) which should be the competitive standard. Allowing other changes is risky and proper mapping is harder to control if you allow such things. | ||
Peekaboo
Canada219 Posts
TAB is OK but you have to figure out what is currently selected and you have to stim your marines and mauraders separately. Its really quite slow compared to a simple number-letter spam where there is no unit check involved. | ||
Tamerlane
Canada424 Posts
On July 16 2010 07:41 Peekaboo wrote:TAB is OK but you have to figure out what is currently selected and you have to stim your marines and mauraders separately. Its really quite slow compared to a simple number-letter spam where there is no unit check involved. you have 2 choice : always add the same composition standards in your group (as the tab-priority will always be the same and you can get used to them) or simply put your casters (such as ghosts, ravens, etc.) in a different group than your MM - as you should do anyway... @Spinesheath : until Tiler released its tool (and even for some time afterward), I can guarantee you that if 2 hotkeys could apply at the same time they are pressed, one was overriding the other, always I have not tested if it was the case, but I remember that I had problems in late phase 1 to bind "select larvae" to 5, as this key was used for something else (can't remember what exactly) and the hotkey would simply not activate => I had to either delete the other entry or move it at another location so that "select larvae" would be loaded by the game before it | ||
Hoot
United Kingdom8 Posts
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ReasoN-
Germany145 Posts
On July 26 2010 05:26 Hoot wrote: Tiler dude, tell me you'll be doing Hotkeys for Retail? You are THE reason I can play SC2 online with halfway decent competency, make it happen dude :D Maybe Blizzard will surprise us with a custom key option :D but when they does not, please Tyler, release a version of this wonderful Tool for the Retailversion. | ||
MockHamill
Sweden1793 Posts
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ReasoN-
Germany145 Posts
It doesnt work with the Retail Version. Plz, Tiler, upload a new version of this amazing tool as fast as you can :D | ||
Sabresandiego
United States227 Posts
for example i want w to be control group 8 and t to be siege mode | ||
ReasoN-
Germany145 Posts
On July 27 2010 05:44 Sabresandiego wrote: does anybody know if keys are customizable in retail? for example i want w to be control group 8 and t to be siege mode no, it doesnt work | ||
Sabresandiego
United States227 Posts
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