You're pressing shift with your thumb then I guess? Better do it with pinky.
No, Pinky is on ctrl and ringfinger is on shift. I don't see a configuration of my hand in which my thumb would press either those.
Hmm ok, guess you just have too small hands then.
Hmm, not really. Pretty big hands actually. Guess your fingers are way more flexible (spread out better?) if you can press left ctrl with pinky, left shift with ring finger and b/n with index finger without it being a hassle. Or our keyboards differ in size :)
Why would you need to press shift+ctrl+B all at the same time? Shift+B (pinky+index) while adjusting the build distance, then when that's set move to shift+ctrl if you need to make a rectangle.
Why would you need to press shift+ctrl+B all at the same time? Shift+B (pinky+index) while adjusting the build distance, then when that's set move to shift+ctrl if you need to make a rectangle.
ctrl for spacing, shift for queuing? And space to spread the buildorder over all builders selected. Three keys at the same time. I guess you could do all those separate tasks after each other? Not sure, would have to check ingame. Anyway, that is the way I do it now, don't see it being faster when performing these tasks after each other while having to reach over to the b/n.
What do you mean? When deciding on the spacing you hold shift+b/n. Ctrl is only needed here if you want a rectangle of buildings queued, and can be pressed after you've decided on the spacing.
Quote:
And space to spread the buildorder over all builders selected.
What do you mean? When deciding on the spacing you hold shift+b/n. Ctrl is only needed here if you want a rectangle of buildings queued, and can be pressed after you've decided on the spacing.
You are right. I went ingame to check what I actually do with the ctrl Turns out I always keep my pinky on the ctrl because the ctrl-key combinations are vital to the way I play BA
Joined: 21 Mar 2009, 15:55 Location: Not here, at least
Not sure if this is an engine or BA issue, but bombers do not auto-target dragon's claw and dragon's maw when they patrol or attack in an area. They do respond to manual bombing commands though. When the turrets pop up, they also start bombing it.
Not sure if this is an engine or BA issue, but bombers do not auto-target dragon's claw and dragon's maw when they patrol or attack in an area. They do respond to manual bombing commands though. When the turrets pop up, they also start bombing it.
BA has a gadget which sets dragon claws to neutral (non-hostile to all teams) when they are closed, regardless of whether they have been spotted. It's an interesting idea but when you have widgets like team platter that can identify the enemy units, but your units seemingly can't, it ends up looking like a bug.
Joined: 21 Mar 2009, 15:55 Location: Not here, at least
Niobium wrote:
BA has a gadget which sets dragon claws to neutral (non-hostile to all teams) when they are closed, regardless of whether they have been spotted. It's an interesting idea but when you have widgets like team platter that can identify the enemy units, but your units seemingly can't, it ends up looking like a bug.
I actually have team platter off due to the severe hit it gives to the FPS. But what's the reason for keeping them neutral? They can't cloak, so they are visible at all times, which would imply that any "stealth" effect only goes up to if the player looks at them. I don't really see any purpose for keeping them neutral there.
When deleting my widgets that are already contained in ba.sdz (tedious work...) I found this: The Ally Resource Bars widget in 7.68 and in SVN is older than the one I have (mine: July 2, 2010, repo: Feb 7, 2010) from widgets-db: http://widgets.springrts.de/index.php#102
Users browsing this forum: No registered users and 0 guests
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot post attachments in this forum