Thursday, April 12, 2012

Key Bindings Please Review and Comment

[:1]This is the theoretical key bindings I came up with tonight with the attempt to make all important abilities a one button push. Did I do something wrong (thoeretically)? Could I do something better? Was an ability or function that is important left out?
Current + Proposed key bindings:
A is for Attack. Good.
B is for Build Mode. Good. See Above.
C is for Capture. Good.
C followed by C for Sacrifice Capture.
D for Mega Armor and Afterburn. See K.
E is for Reclaim. Good.
F is for Ferry. Good.
G is for Guard. Good.
H for Hunker including ACUs (we don't need a nearest factory button) (this frees up 'K')
I for Radar and Illuminator Over Drive and Cicada Stealth Field (it's not being used)
J for Jump Jets (it's not being used)
'Delete' for Detonate and Sacrifice. Was thinking K, but we don't want premature detonations. :wink:
K for Dive and Pack JackHammer/Pullinsmash
L for Surface and Unpack JackHammer/Pullinsmash. See Y.
M is for Move. Good.
N is for Nuke. Good. ADD: Bubbledow
O is for Over Charge. Good.
P is for Patrol. Good.
Q for Magnet Attraction. (Q and W are being wasted on zoom when all players have mouse wheels now. Arguably 'PageUp' and 'PageDown' would be better suited to this function. That frees up Q and W.)
R is for Repair. Good.
S is for Stop. Good.
T for Teleport (Alt+T can go to tracking, is far less useful but still cool)
U is for Unload. Good.
V for Mass Conversion and Research Conversion. (Resetting the camera could be 'End')
W for Magnet Push and Knockback. See Q.
X for Bomb Bouncer Blast, Electroshock, Fortified Arty and Disruptor Station.
Y for Pause and Unpause.
Z for Bomb Bouncer Charge, Aegis Shield Recharge, Bubbledow Charge.|||CTRL+K should definitely be something else. I occasionally use CTRL + L and press the K instead of L making me destroy buildings/units.
Also I'd want to see unit/structure detonate on the same button as it is now. (alt+ D)
Why did you make this list anyways? It's not that we can map bindings to other buttons right?|||I still find your setup WAY too complicated you use buttons all over the frikkin keyboard. Though better than what the hotkey setup is now. Though many people didnt like Red Alert 3, their hotkey setup was examplary: Every unit has a special ability, and it uses one button. F. For EVERY ability. Simple. Also for every production structure, first build option is F1, second one is F2 etc.
Obviously, this isnt possible in supcom, but it can still be done way more simply. Reserve a few buttons for unit abilities - One for movement abilities (JJs, tele), one for toggled (hunker, dive/unpack), one for damage (detonate, overcharge etc) and one for whatever is left.
D - activated abilities like cicada cloak, mega armor, escape pod etc.
F - transport abilities - JJs, teleport, afterburners
E - Toggled abilities (hunker, dive, pack/unpack, activate pulinsmash
R - structure abilities like fortified artillery ground fire, convert mass, launch nuke/bubbledown, recharge shield, active beamgenerator)
And DEL for detonate. Thanks for that one Bast.
Then a button for ground fire and one for normal fire modes.... N + M will do, or if you are picky take something closer to the ability buttons.
And, when selecting an engineer, build mode is automatically on. I'd prefer the RA3 approach as in putting all buildings on an F-key, but this could be customizable as well. Putting the structures on the same buttons as abilities could create conflicts for the ACU, so either use different buttons, or keybind ACU abilities to different buttons.
As you can see, I have now used easy to remember keys for all abilities, and you dont have to run all over the keyboard for each seperate one.
This is just personal preference. Some customizability really wouldnt hurt. Starcraft has it. CnC has it. Make it happen in KnC.|||Ctrl+J, K, L are so easy to mix up.
Alt+D for deto is cool, easier to press than delete.
Wishing for one key to do ground attack, could be A, coz we have Alt+right click as attack move.|||Neph has the right general idea, although keep in mind that SC2's ability hotkeys do work when you have multiple unit types selected, even though the ability buttons themselves don't show up. So if you have an ACU and some Loyalists selected, and you hit D, you'll get both Overcharge and Mega-Armor. Not a huge problem, as long as you keep suicide abilities off of buttons used by anything else.|||Yeah, what Mithy said is what I was trying to say in the K&C Balance thread: viewtopic.php?f=48&t=48778&start=125
Also, no one caught that I didn't have a button for sacrifice capture. If I missed anything else please let me know.

I am thinking pressing C twice for Sacrifice Capture. (will add to the list above)
Although I am fond of Neph's idea for a future title, I am trying to walk the tight rope that SteveB described. My keys are all over the key board because I am using all the keyboard keys and I am keeping all the existing single key commands. This will invariably make such a new Key Bindings more user friendly with the old guard while being a huge step forward from button combos.
Neph is arguing for MORE abilities combined under fewer keys. I am not sure that we want that completely, but please discuss.
Neph would like to see one key for Teleport, JJ and Afterburn. I was very close to putting these together. I still might, but what if the UEF ACU had Afterburn?
Neph, I think you would agree, escape pod shouldn't be a single button key amongst other keys. too easy to pop your escape pod accidentally.
I also want to make something that is consistent with the current system rather than make a whole new system from scratch. Like Neph said, the list I provided above is better than the existing hot keys. That doesn't mean that discussion should end about theoretical key bindings. Please keep discussing what could be superior and hammer out something better.
Neph, in your example you are using existing hot keys that are in use without providing replacement keys.
D - Dive
F - Ferry
E - Reclaim
R - Repair
Admiral, is there a particular setup you would like to see? Also, I am fine with clicking series such as the build menu, and if it makes sense it should be close together. I cover this in the K&C thread when I talk about seed keys. I am far more comfortable with providing whole new key combinations for the build menu, because the build menu involves far less keys and is unique for each faction.
SteveB, I hope you don't mind us discussing this topic. Sorian said he was working on UI with you, and Neph brought up the fact that we need single button hotkeys in the K&C thread. I didn't think it would be hard to come up with something constructive, and I think I have. Obviously, the list needs review and scrutiny.|||Bastilean|||Mithy|||No, keybinding is entirely UI, and wouldn't cause desyncs. You would have to replace lua.scd to alter it, but that should be fine as long as only UI files are modified or exchanged.
I'm not sure if just replacing lua.scd would cause the multiplayer browser to isolate games with that mod, however, as it does for some mods.|||I think it will only exclude you if you alter a few specific files... I replace z_lua_dlc1, which is basically the same file but for the DLC, and nothing happens, even though I change the damn tech tree...
If you could point me to the file that defines keybinds, I'd like to take a look-see.|||Just write an FA-like UI mod, and enable it from game.prefs. Sup2 has always supported UI modding.|||If only I knew how to do that :P
What file do I start with? (send me a PM as to not clutter up the thread, please)|||Bastilean|||BulletMagnet|||UserInit.lua imports Mods.lua and calls GetUiMods().|||And that does.. what exactly? It's up to the engine to apply active mods for purposes of hooking (which doesn't work) or shadowing. I can insert whatever I want into session/sim/ruleinit __active_mods, but that doesn't make the engine decide to start looking for shadows for it.
Even if it did, that would allow at best only one mod to modify each file, short of making some kind of insane support mod that shadows every relevant UI file and does doscript hooks of them (quite doable, but a lot of work).|||Hmmz. You may have a point.|||Sooo... not possible? Someone made a program that remaps the shortcuts, its on gamereplays. Cant something be done to alter that? It remaps the abilities and build options in the factories... But I dont like the setup, and since I dont know how to edit it, i dont use it.|||Is it just an AutoHotKey script? Something that you have to run alongside the game that just intercepts keypresses?
That's certainly doable, but clunky, and not a great solution when it should have been perfectly easy to make a UI mod that does the same thing. I guess I could also just make a lua.scd override that enables hooking in the frontend state, but it would be incompatible with mods that replace lua.scd.|||Yes, you run it alongside SC2. You say its clunky, but all I care about is something with which I can edit the hotkeys, with little knowledge of the programming itself, and that doesnt **** up the game. Ill have to use this program if nobody makes a proper UI mod. I certainly cant do it.|||http://www.newegg.com/Product/Product.a ... 6823126050
done and done. program the keys to do whatever you want for whatever program/game you want. i use it for supcom2 and it works great. i personally use the 2 thumb buttons one to select acu, one to select idle next idle engineer. use the thumb joystick left for shift, joystick up for jumpjets, joystick down hunker.....i wont go through it all but you get the idea, i dont even need my keyboard to play just that and the mouse.|||I really wish i could rebind the spacebar because i don't like having to stretch over to hold that key just to re-align my camera which is a frequent motion in the game. something like CTRL would be much better.|||New thoughts. I have to move the afterburn toggle in my mod, because I am adding reclaim to Field Engineers. Doing so, I noticed that we have allocated to us 14 toggle spots and many toggles share the same toggle spot.
Teleport and Jump Jets share the same toggle location for instance, but Afterburn does not share this spot.
Main Idea:
* It would be easy to move the attack toggle the the left most side of the toggles on the screen. Then set a key to each toggle slot starting with A for attack. For example, the toggle to the right of 'Attack' would get S and the toggle to the right of that would get D. It would make hand eye coordination that much easier when the toggles are showing. Aligning toggle slots with hot keys would make using hot keys more intuitive.
Repeated Idea:
* We need to have the capability to assign one key to multiple abilities. Looking at the code, it looks like you were planning to do that, but did it was not supported in the release.
Lua Coder Idea:
* Also, it would be nice if we could add on screen toggle rows and columns. I have toggles I would like to add to the the ACUs and I know LoD does too.
UI Related Idea:
* Finally, I would be very tempted to play with CTRL U turned on in conjunction with hot keys IF you could still see the 'selection square', 'units selected', 'queued activity' when you hit SHFT and if hot keys were a one key click. To take pictures, it would be easy to have nothing selected for a clean shot.
Commendation:
Having the ability to hit a hot key for a unit despite it's toggle not being on the screen is great.
SteveB, I played through the campaign a few more times recently. Love Commander Gauge. Hope to see more of him. He kind of reminds me of the worst and best of our forum users which adds to the character for me. Also, want to know what becomes of Dr. Brachman and his proto-brain.
Thank you for reading SteveB and Sorian.
Bast

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