View topic - Keybindings for BA/CA/XTA, get them here


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PostPosted: 10 Apr 2008, 13:09 
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Joined: 26 Oct 2007, 15:21
I have decided to share my keybindings, because I think it can help you achieve much better command times, and it removes much unnessesary clicking and flipping through the build menus.

It has the following bindings:

All bindings are rotated through whichever buildings the unit can buid

ARM:

Z or shift+Z:
Mex
Twilight
Moho Mex

X or shift+X
Solar
Wind
Adv Solar
Fusion Reactor
Moho Metal Maker

C or shift+C
LLT
Radar
Defender
Pitbull
Flakker

V or shift+V
Nano Turret
Kbot Lab
Vehicle Plant


CORE Bindings:

Z or shift+Z:
Mex
Exploiter
Moho Mex
Moho Exploiter

X or shift+X
Solar
Wind
Adv Solar
Fusion Reactor
Moho Metal Maker

C or shift+C
LLT
Radar
Pulverizer
Viper
Flakker

V or shift+V
Nano Turret
Kbot Lab
Vehicle Plant

For example, if you selected your commander, and you wanted a Kbot Lab, press V or shift+V, and you can place the structure. If you want a Vehicle Plant, press V or shift+V twice. It wont cycle through Nano Turret, because the commander cant build that.

A t2 con will build a viper if you press C once (and not an LLT because it cant build that)

If you keep pressing the key, it will cycle through all possible builds by the selected con(s).

Keys that had to be moved are the following:
FPS mode is now Q
Increase buildspacing is now B
Decrease build spacing is now N

Actions that were previosly bound but are now not available:
On/Off on V
Debug mode on B

Enjoy it, and I hope it helps you become a better player as much as it helped me :)

Thanks to Wisse for the help.

To use:
Append the following code to your uikeys.txt file in your Spring directory:
Or download it here.

Code:
//------------------------------------------------------------------
//Modified by BEHERITH, special thanks to WISSE
//------------------------------------------------------------------

unbind any+c controlunit
unbind c controlunit

unbindkeyset x
unbind Any+x  buildspacing dec
unbind x  buildspacing dec
unbindaction buildspacing dec

unbind any+z buildspacing inc
unbind z buildspacing inc
unbindaction buildspacing inc

unbind any+v onoff
unbind v onoff

unbind any+b debug
unbind b debug


bind any+b buildspacing inc
bind any+n buildspacing dec
bind any+q controlunit

//MEXES:

//t1 mexes:

bind z buildunit_armmex
bind shift+z buildunit_armmex
bind z buildunit_armamex
bind shift+z buildunit_armamex
bind z buildunit_cormex
bind shift+z buildunit_cormex
bind z buildunit_corexp
bind shift+z buildunit_corexp

//t2 mexes:
bind z buildunit_armmoho
bind shift+z buildunit_armmoho
bind z buildunit_cormoho
bind shift+z buildunit_cormoho
bind z buildunit_cormexp
bind shift+z buildunit_cormexp

//ENERGY:

//solar and wind:
bind x buildunit_armsolar
bind shift+x buildunit_armsolar
bind x buildunit_armwin
bind shift+x buildunit_armwin
bind x buildunit_corsolar
bind shift+x buildunit_corsolar
bind x buildunit_corwin
bind shift+x buildunit_corwin

//adv solar:

bind x buildunit_armadvsol
bind shift+x buildunit_armadvsol
bind x buildunit_coradvsol
bind shift+x buildunit_coradvsol

//fusion, moho metal maker:

bind x buildunit_armfus
bind shift+x buildunit_armfus
bind x buildunit_armmmkr
bind shift+x buildunit_armmmkr
bind x buildunit_corfus
bind shift+x buildunit_corfus
bind x buildunit_cormmkr
bind shift+x buildunit_cormmkr


//DEFENCE AND RADAR

bind c buildunit_armllt
bind shift+c buildunit_armllt
bind c buildunit_armrad
bind shift+c buildunit_armrad
bind c buildunit_corllt
bind shift+c buildunit_corllt
bind c buildunit_corrad
bind shift+c buildunit_corrad

//light AA:
bind c buildunit_corrl
bind shift+c buildunit_corrl
bind c buildunit_armrl
bind shift+c buildunit_armrl

//t2: viper and pitbull; flak:


bind c buildunit_armpb
bind shift+c buildunit_armpb
bind c buildunit_armflak
bind shift+c buildunit_armflak
bind c buildunit_corvipe
bind shift+c buildunit_corvipe
bind c buildunit_corflak
bind shift+c buildunit_corflak

//LABS AND NANOS:

bind v buildunit_armnanotc
bind shift+v buildunit_armnanotc
bind v buildunit_armlab
bind shift+v buildunit_armlab
bind v buildunit_armvp
bind shift+v buildunit_armvp

bind v buildunit_cornanotc
bind shift+v buildunit_cornanotc
bind v buildunit_corlab
bind shift+v buildunit_corlab
bind v buildunit_corvp
bind shift+v buildunit_corvp


Last edited by Beherith on 12 May 2009, 16:59, edited 1 time in total.
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PostPosted: 10 Apr 2008, 14:19 
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Joined: 03 Jan 2008, 14:51
Thanks for sharing
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PostPosted: 10 Apr 2008, 20:30 
Cursed Zero-K Developer
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Joined: 07 Nov 2007, 21:48
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On this topic, I'm making a program that will make editing your keybindings easier (it will edit uikeys.txt for you).
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PostPosted: 10 Apr 2008, 23:40 
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Joined: 05 Nov 2007, 03:06
Location: United States of Canadia
Yay :)

One thing I dont like about this is that I cannot reach the new spacing keys while holding shift and alt and control. I need to be able to reach those keys.

Car, would your program have a graphical image of a keyboard of any chance? This would really help me so I dont have to draw out my keyboard layout and commands in order to correctly achieve an ergonomic layout.

Nice idea with these shortcuts. All *A mods had better stick to conventions.
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PostPosted: 10 Apr 2008, 23:50 
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Joined: 15 May 2005, 03:26
Location: St Louis
I have binds for every structure in BA (that I ever build) that I have posted in the past. These binds were carefully optimized for what seemed intuitive to me, for speed and minimizing cycling, and for the size of my hand on the keyboard. They are attached with a spreadsheet cheat sheet (must be renamed .xls to view). You'll find most of the good players have a set of keybinds.


Attachments:
File comment: This is the file to put in your spring folder.
uikeys.txt [93.43 KiB]
Downloaded 299 times
File comment: Convert to .xls before viewing, as this type is not allowed by the forum... :\
KeyBindings.txt [22 KiB]
Downloaded 178 times
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PostPosted: 11 Apr 2008, 03:47 
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Joined: 05 Nov 2007, 03:06
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Quote:
You do not have the required permissions to view the files attached to this post.


:/
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PostPosted: 11 Apr 2008, 04:17 
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wtf, I hate this forum.
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PostPosted: 11 Apr 2008, 04:40 
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Joined: 03 Jan 2008, 14:51
Keep the program cross-platform plz
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PostPosted: 11 Apr 2008, 06:01 
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Joined: 05 Nov 2007, 03:06
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java coffee jar?
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PostPosted: 11 Apr 2008, 14:51 
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Joined: 03 Jan 2008, 14:51
Or Qt or wxWidgets or gtk but as long as it works!
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PostPosted: 11 Apr 2008, 16:48 

Joined: 17 Nov 2005, 00:52
Location: Canada
... or write an in-game keybinding editor in lua
(avoids the OS issue, and let's you test your
configuration on the fly).

Note that the Ctrl+insert / Ctrl+delete bindings
already exist to provide some of this functionality.
(would also help to unhide all the CommandDescriptions).
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PostPosted: 11 Apr 2008, 18:07 
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Joined: 07 Nov 2007, 21:48
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Very sorry, but it's in .NET. Licho indoctrinated me into the cult of Dr. Gates.

I don't want an ingame one because you can't see all the commands to ctrl+insert them (I will autogenerate missing ones in a table). And I usually want to bind keys before playing a game - it's a hassle and time-waster to load up a game on your own each time you to wish to tweak your bindings, maybe one or two commands. Especially for nubs who have a hard time.

Consider this: other games have an opening "menu page" before you start. Spring doesn't have that. You join an IRC-like lobby which is a different application which launches you into the game. The settings for games are always configurable outside the actual game too. Just like Settings.exe.

It's mostly working and now I need to autogenerate missing commands and possibly add descriptions to them.

Of course, others are welcome to make an in-game one too. Both would be nice.
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PostPosted: 25 Mar 2009, 09:46 
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Joined: 26 Oct 2007, 15:21
Dunno who stickied, thanks.

In all fairness here are Google Frogs keybinds as well:

http://trac.caspring.org/wiki/CustomKeys
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PostPosted: 25 Mar 2009, 11:06 
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I just didn't want to lose it. I hate when stuff like this gets eaten by the forums, I'm going to set up another "useful stuff" stickied topic at some point, but I have to figure out what genre's I want it to cover and stuff.

"Useful Spring player utilities" or something maby?
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PostPosted: 26 Mar 2009, 18:00 
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Joined: 08 Dec 2007, 17:39
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SwiftSpear wrote:
I just didn't want to lose it. I hate when stuff like this gets eaten by the forums, I'm going to set up another "useful stuff" stickied topic at some point, but I have to figure out what genre's I want it to cover and stuff.

"Useful Spring player utilities" or something maby?


Just call it Community Directory and just link to all useful and informative topics from there.
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PostPosted: 05 Apr 2009, 18:25 
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Joined: 20 Feb 2007, 01:10
CarRepairer wrote:
Very sorry, but it's in .NET. Licho indoctrinated me into the cult of Dr. Gates.

Is it a SprindDownloader-Module?
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PostPosted: 20 Apr 2009, 20:40 
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Joined: 07 Nov 2007, 21:48
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very_bad_soldier wrote:
CarRepairer wrote:
Very sorry, but it's in .NET. Licho indoctrinated me into the cult of Dr. Gates.

Is it a SprindDownloader-Module?

Ah so sad. No I made it before the time of SD modules. I gave up on it. You can get it from my CA page and it's mostly functional but even I don't use it anymore...

Spring keybindings are a many-to-many relationship. So I wanted a nice table of them that would let me sort by any column - the commands themselves; the key; the modifiers; perhaps even a comment/description.

But after the fact that I made it, I discovered that it is possible to bind many structures to a single keycombo and cycle them (as we know by reading this thread). This is great, but really requires that the order of the structures be maintained so you're building a small turret first, then the larger, then larger. Adding/removing keybindings in my program requires the sorting in order to save the file. Then the structure orders are lost and you might, for example, be getting the fusion before the windmill if you sorted by alpha order of the commands. Before I knew this, keybind order was meaningless. 'L' can be loading of units when selecting a transport, and LoS view but it was used in different contexts. Now that it matters, I can't use my KBwizard anymore and lost interest in working on it.
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PostPosted: 06 May 2009, 19:53 
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Joined: 11 Jul 2007, 16:04
Well, partially it matters, yes.

But if I can't really think of any units being able to make a windmill as wel as a fusion, and as your com can't make any adv solars you can mix them as well. same for llt/pitbull or T1con/T2con... (BA, obv)
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PostPosted: 12 May 2009, 16:59 
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Added code for XTA binds.


Code:
//XTA BINDINGS

bind z buildunit_arm_metal_extractor
bind shift+z buildunit_arm_metal_extractor
bind z buildunit_core_metal_extractor
bind shift+z buildunit_core_metal_extractor

//t2 mexes:
bind z buildunit_arm_moho_mine
bind shift+z buildunit_arm_moho_mine
bind z buildunit_core_moho_mine
bind shift+z buildunit_core_moho_mine

//ENERGY:

//solar and wind:
bind x buildunit_arm_solar_collector
bind shift+x buildunit_arm_solar_collector
bind x buildunit_arm_wind_generator
bind shift+x buildunit_arm_wind_generator
bind x buildunit_core_solar_collector
bind shift+x buildunit_core_solar_collector
bind x buildunit_core_wind_generator
bind shift+x buildunit_core_wind_generator

//energy storage:

bind x buildunit_arm_energy_storage
bind shift+x buildunit_arm_energy_storage
bind x buildunit_core_energy_storage
bind shift+x buildunit_core_energy_storage

//fusion, moho metal maker:

bind x buildunit_arm_cloakable_fusion_reactor
bind shift+x buildunit_arm_cloakable_fusion_reactor
bind x buildunit_core_light_fusion_power_plant
bind shift+x buildunit_core_light_fusion_power_plant
bind x buildunit_core_cloakable_fusion_power_plant
bind shift+x buildunit_core_cloakable_fusion_power_plant



//light AA:
bind c buildunit_core_pulverizer
bind shift+c buildunit_core_pulverizer
bind c buildunit_arm_defender
bind shift+c buildunit_arm_defender

//DEFENCE AND RADAR

bind c buildunit_arm_radar_tower
bind shift+c buildunit_arm_radar_tower
bind c buildunit_arm_light_laser_tower
bind shift+c buildunit_arm_light_laser_tower

bind c buildunit_core_radar_tower
bind shift+c buildunit_core_radar_tower
bind c buildunit_core_light_laser_tower
bind shift+c buildunit_core_light_laser_tower


//LABS AND NANOS:

bind v buildunit_arm_nano_tower
bind shift+v buildunit_arm_nano_tower
bind v buildunit_arm_kbot_lab
bind shift+v buildunit_arm_kbot_lab
bind v buildunit_arm_vehicle_plant
bind shift+v buildunit_arm_vehicle_plant

bind v buildunit_core_nano_tower
bind shift+v buildunit_core_nano_tower
bind v buildunit_core_kbot_lab
bind shift+v buildunit_core_kbot_lab
bind v buildunit_core_vehicle_plant
bind shift+v buildunit_core_vehicle_plant
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PostPosted: 12 May 2009, 17:56 
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Joined: 22 Aug 2006, 15:19
any reason why this thread shouldn't be moved to mod specific forums? this is of no use for gundam/s44/swiw/kp players...
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