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
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.
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 265 times
File comment: Convert to .xls before viewing, as this type is not allowed by the forum... :\ KeyBindings.txt [22 KiB]
Downloaded 159 times
... 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).
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.
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?
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.
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.
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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