+1, they have to make sense to you, so you should take the time to make them (it is just as hard to learn ones that someone else made, if not harder).Teutooni wrote:everyone should make their own unique binds and refine them.
FactoryQ Manager 1.21
Moderator: Moderators
Re: FactoryQ Manager 1.2 *UPDATED*
Re: FactoryQ Manager 1.2 *UPDATED*
To start messing with it noobs need to understand what is possible and how useful it is hence by showing them the most commonly used functions and how useful they are would make players meddle with key bindings much earlier.
The best thing would be to make better key shortcuts.I have played many games in which key shortcuts were so comfortable i didn't need to change them...i don't see why spring cant be included in that category.
There is a potential reservoir of key shortcut setups that will appeal to a maximum amount of players.
The best thing would be to make better key shortcuts.I have played many games in which key shortcuts were so comfortable i didn't need to change them...i don't see why spring cant be included in that category.
There is a potential reservoir of key shortcut setups that will appeal to a maximum amount of players.
- very_bad_soldier
- Posts: 1397
- Joined: 20 Feb 2007, 01:10
Re: FactoryQ Manager 1.2 *UPDATED*
Thanks nice to hearBeherith wrote:Its wonderful, I love the widget, but could I ask you have it also load firestate and movestate of the factory? Because I always set my labs to hold pos so that all units coming from it get it too

If it is so I will add it anytime soon...
@Gota:
Well... Sorry, in fact I dont think the idea is bad but frankly I dont think it would be too useful for newbies. If you find a maker of major mod who really wants to include this I would consider to help or even to make it though.
- very_bad_soldier
- Posts: 1397
- Joined: 20 Feb 2007, 01:10
Re: FactoryQ Manager 1.21
Updated this one a little...
Re: FactoryQ Manager 1.21
Can you make this widget temporarily disable itself while chatting?