Home » PLAYER'S HQ 1.13 » v1.13 Solutions,Tips & Spoilers » HOT KEYS
Re: HOT KEYS[message #330458] Sun, 09 February 2014 06:27 Go to previous messageGo to next message
sevenfm

 
Messages:1378
Registered:December 2012
Location: Under the Mountain
@Anthropoid

Having more options for sorting is good Smile

As for hotkeys, CTRL+D is already used for "disable player interrupts for that turn" feature.

We already have too much hotkeys, i would recommend instead make a dialog (call it using CTRL+'i', which will stand for "inventory manipulations").
There is a good 16 medium sized button dialog for that.
All you have to do is set text values, create callback function and call DoMessageBox(...)
Put all exisitng inventory-related actions there, and add yours.

As for coding, you can install VS2010, get svn source, and look at Tactical/Turn Based Input.cpp, search for any already implemented inventory manipulation hotkey ('f' for example) and that is your starting point Smile
Of course, that needs at least basic knowledge of c/cpp.


Re: HOT KEYS[message #330474] Sun, 09 February 2014 18:19 Go to previous messageGo to next message
Anthropoid

 
Messages:146
Registered:February 2014
Thanks Sevenfm. It sounds like you think it could be done, so I'll take that as a sign that it would be worth me looking into how to do it.
Re: HOT KEYS[message #331555] Sat, 29 March 2014 13:27 Go to previous messageGo to next message
sirlach

 
Messages:47
Registered:June 2010
Location: Sydney, Australia
Thanks to everyone who has worked on this extensive list.

Before finding the pdf in the docs directory, I went off and made a table version of the keyboard commands that was printer friendly.

https://drive.google.com/file/d/0B1Wk9ZZJ1nJYRnQ3ZjRjcVRBM3M/edit?usp=sharing

Re: HOT KEYS[message #331556] Sat, 29 March 2014 13:52 Go to previous messageGo to next message
sevenfm

 
Messages:1378
Registered:December 2012
Location: Under the Mountain
For tactical in v2014:

F1..F10 - select merc
Ctrl+D - disable interrupts for the rest of enemy turn
Alt+RMB - same as Ctrl+dot
Ctrl+C - cover display menu
Ctrl+V - sector inventory menu
Shift+T - quick transformation of the item in hand
d - start turnbased immediately if there is enemy in sector
Shift + LMB - improved bomb planting (also works with sandbags and concertina)
numerical keys work in Ctrl+dot menu as shortcuts
comma - add aimclicks

[Updated on: Sun, 22 June 2014 17:09] by Moderator



Re: HOT KEYS[message #333855] Sun, 22 June 2014 17:08 Go to previous messageGo to next message
sevenfm

 
Messages:1378
Registered:December 2012
Location: Under the Mountain
My suggestions on changing some of current hotkeys:

Ctrl+X - the same as [D], can be removed
Ctrl+Shift+X - move to Ctrl+X

Ctrl+Alt+Shift+T - ????? move to Ctrl+T (it's used only in cheat mode and only for debug purposes)

Ctrl+Shift+G - formation movement.
I suggest LeftMouseClick+ModifierKey to order formation movement instead of hotkey trigger, as it's more convenient.
Simple shift+click for example.

Additional thoughts:
Add [X] for prone (same as [P]) - it's much more convenient to press, and this action is used very often.

What do you think?

[Updated on: Sun, 22 June 2014 17:10] by Moderator



Re: HOT KEYS[message #333859] Mon, 23 June 2014 15:04 Go to previous messageGo to next message
silversurfer

 
Messages:2183
Registered:May 2009
Sevenfm
My suggestions on changing some of current hotkeys:

Ctrl+X - the same as [D], can be removed
Ctrl+Shift+X - move to Ctrl+X

I wouldn't like that. "d" is the key for "end turn". I know you implemented the code to use this to enter turn based too and it probably is very convenient for some people. On the other hand it is also dangerous because at the moment when you want to press "d" to enter turn based your opponent might turn around and see you, thus activating turn based mode and causing you to actually end your turn...

Sevenfm

Additional thoughts:
Add [X] for prone (same as [P]) - it's much more convenient to press, and this action is used very often.

"x" is already used for swapping position with other characters. A simple target check could solve this issue but I'm no big fan of multiple actions on the same keyboard shortcut. Instead of remembering shortcuts you need to remember when they become active... Wink

Standard hotkeys are actually easy to remember for english speaking people. "d" for "done", "c" for "crouch" and "p" for "prone" for example are well known and logical keys.

Re: HOT KEYS[message #333860] Mon, 23 June 2014 15:05 Go to previous messageGo to next message
Gorro der GrĂ¼ne

 
Messages:1570
Registered:March 2009
Location: Broadwurschd-City
Sevenfm

Add [X] for prone (same as [P]) - it's much more convenient to press, and this action is used very often.

What do you think?


You know that

there are diffrent keyboards on this planet?

25-30% of mankind are (partly) lefthanders?


:blackcat:
Re: HOT KEYS[message #333862] Mon, 23 June 2014 16:42 Go to previous messageGo to next message
sevenfm

 
Messages:1378
Registered:December 2012
Location: Under the Mountain
silversurfer

Ok, I see the reason for keeping vanilla hotkeys and conservative approach to existing hotkeys.

These change suggestions come from my experience when playing ja2.
X is already implemented in my experimental project, and it's really useful because you can keep your left (or right if you are "Founder and Leader of the GDTS") hand mostly in one place and it saves some time when playing, moving and taking cover. And it does not affect default [x] functionality.

[d] for entering turnbased was implemented some time ago and I already saw a positive feedback from players on this feature. I never experienced any accidental problem from this.
Also this hotkey was implemented long ago in NightOps mod.


Re: HOT KEYS[message #333863] Mon, 23 June 2014 16:54 Go to previous messageGo to next message
Slax

 
Messages:1439
Registered:July 2006
Location: People riding polar bears...
Just an idea.
A "snap to enemy" command. Shift-E (or similar) moves camera and mouse to closest enemy.

Re: HOT KEYS[message #333866] Mon, 23 June 2014 19:27 Go to previous messageGo to next message
rummtata

 
Messages:104
Registered:April 2011
Location: Germany
Then maybe also toggle through visible enemies with tab? =)
Re: HOT KEYS[message #333867] Mon, 23 June 2014 19:42 Go to previous messageGo to next message
Slax

 
Messages:1439
Registered:July 2006
Location: People riding polar bears...
Tab already switches roof/ground levels, no? E blips through visible enemies in order.

Re: HOT KEYS[message #333871] Tue, 24 June 2014 01:48 Go to previous messageGo to next message
nhja2fan

 
Messages:27
Registered:March 2012
Here's a solution:

1. Leave the bound hotkeys as they are, no changes, really (this is important, otherwise people will hate you).
2. Make them configurable via ini or xml.
3. Additions to hotkeys would be new functionality, exposed in the configuration file, but no new default bindings.
4. If new default bindings are to be added, wait say six months so people have had a chance to try out various things.

Re: HOT KEYS[message #333873] Tue, 24 June 2014 13:04 Go to previous messageGo to next message
Flugente

 
Messages:3165
Registered:April 2009
Location: Germany
nhja2fan
Here's a solution:

1. Leave the bound hotkeys as they are, no changes, really (this is important, otherwise people will hate you).
2. Make them configurable via ini or xml.
3. Additions to hotkeys would be new functionality, exposed in the configuration file, but no new default bindings.
4. If new default bindings are to be added, wait say six months so people have had a chance to try out various things.

Not a fan, honestly. If hotkeys are definable, there'll soon be even more confusion, as other people cannot even answer which key would be right, because they don't know your configuration.


Re: HOT KEYS[message #333874] Tue, 24 June 2014 13:24 Go to previous messageGo to next message
sevenfm

 
Messages:1378
Registered:December 2012
Location: Under the Mountain
@nhja2fan, @all
1. No changes will be made to vanilla hotkeys for obvious reasons =)
2. Changes to hotkeys implemented in previous stable releases (4870) are possible in some rare cases, for example ctrl+shift+alt+T -> ctrl+T (after community discussion of course)
3. Implementing additional configurable tactical hotkeys is possible but will require a lot of work and definitely not in a high priority. Also if default hotkeys are organized in a good way, there is no need for customization except for people with dvorak or smth.

Also, as we now have transformable attachments (switch on/off lasers/flashlighs, adjust VP scopes, switch grenade launcher mode etc... ) maybe there's need for a more convenient way for doing this than opening inv. panel, clicking on gun, clicking on attachments and selecting transformation?
There are two possible ways:
1. Add several hotkeys for quick switching of attachments (similar to Shift+T for item in hand):
Shift+Y for stock
Shift+U for underbarrel
Shift+I for laser slot
Shift+O for scope
2. Make a dynamic menu similar to Ctrl+C or skills menu (Alt+RMB) which will list all possible transformations for you current gun/item in a quick and convenient way.

What do you think? =)


Re: HOT KEYS[message #333875] Tue, 24 June 2014 13:40 Go to previous messageGo to next message
Slax

 
Messages:1439
Registered:July 2006
Location: People riding polar bears...
I'd more go for the third option. Upgrade the hold-right-mousebutton menu. (Expand tooltips, add way more buttons/functions.) Very Happy

[Updated on: Tue, 24 June 2014 13:53] by Moderator


Re: HOT KEYS[message #333876] Tue, 24 June 2014 13:45 Go to previous messageGo to next message
nhja2fan

 
Messages:27
Registered:March 2012
@Flugente

I prefer using the keyboard over mouse ui, or menus, but once there are too many keys, I tend to revert to the mouse for the lesser used ones.

Why I like the config file, is that it separates the UI events from the specific action used to activate it. Conceivably, you could integrate unusual input devices (10 button mice or whatnot). Also you could include events that aren't bound by default (for example, a single event that automatically performs a fully aimed shot with a single key, heck, you could chain together multiple ui events to a single key). The possibilities are endless, but I concede that explanation would be made more difficult. Anyway, it's just a suggestion.

Also, to blow your mind, how about voice commands.

@Sevenfm
I like the idea, particularly the menu (could tooltip the hotkey combo on the menu).
Re: HOT KEYS[message #333877] Tue, 24 June 2014 13:48 Go to previous messageGo to next message
sevenfm

 
Messages:1378
Registered:December 2012
Location: Under the Mountain
@nhja2fan
Implementing voice commands is actually very easy if you have software that can convert them to predefined key events, for example CTR+ALT+SHIFT+F1..F10


Re: HOT KEYS[message #333879] Tue, 24 June 2014 13:54 Go to previous messageGo to next message
nhja2fan

 
Messages:27
Registered:March 2012
@Sevenfm

Sure, but you'd need to add events for selecting specific mercs ('cause you'd want to call them by name), Gumpy, crawl, advance, etc. It would be impressive though.
Re: HOT KEYS[message #333970] Mon, 30 June 2014 19:24 Go to previous messageGo to next message
Buggler

 
Messages:214
Registered:November 2009
X - Prone. Tested no issue sharing the same hotkey with swapping position with other characters.

D - Enter Turn-based mode. Player may accidentally skipped first turn in rare occasions when playing with Real-time sneaking ON or merc's interrupt when spotted by enemy in real-time as both mentioned by silversurfer.

-------------------------------
Something contentious; something to consider (by Sevenfm & Buggler)

Sirtech developers created the hotkeys mapping as and when it's needed and back then they started off with no hotkeys (duh!). So rarely used game preferences are mapped to the precious ring single hotkey activation. We could remapped ONLY those for other uses.
(Hotkeys in brackets are their current assignment.)

Proposal:
Remapped:
Ctrl+Alt+W 	- Wireframes (W)
Ctrl+Alt+T 	- Treetops (T)
Ctrl+Alt+G 	- Artificial Merc Light (G)
Ctrl+Alt+I 	- Glow items (I)

FWIW: they can still be toggled in Option Screen

Easy Access:
W 		- Watch mode aka look (alternate hotkey for 'L')
		(with optional 'forced look' mode.)
T 		- Quick item transformation for item-in-hand (Shift+T)		
G 		- Group Movement/move in formation (Ctrl+Shift+G)
X 		- Prone (alternate hotkey for 'P')
		(can co-exist with merc position swap)
A 		- Showing danger zones for mercenary aka cover display. (alternate hotkey for 'Del')
		(can co-exist with auto bandage)
Ctrl+T	 	- Forced turn mode (Ctrl+Alt+Shift+T)

It will be especially useful in real-time mode where keyboard glancing becomes non-mandatory for common actions as they will be within easy reach of the usual FPS keyboard mapping.

Or are they be the holy grails that should not be reassigned at all?

Differing opinions between us:
Ctrl+X 		- Real-time sneaking (Ctrl+Shift+X)

by Sevenfm. Sees no issues on using 'D' and removing the dedicated hotkey (Ctrl+X) to enter turn-based to use for real-time sneaking toggle.

Ctrl+X 		- Enter turn-based (Same as before)
Ctrl+Z 		- Real-time sneaking (Ctrl+Shift+X)
Ctrl+Alt+Z 	- Lock/unlock mouse cursor in windowed mode (Ctrl+Z)

by Buggler. Dedicated turn-based hotkey remains. Real-time sneaking toggle being group together with the stealth hotkeys. Downside need to get used to the new mouse locking cursor hotkey.
-------------------------------

Ideally arrive to a conclusion before 2014 Stable release. Smile

Comments/objections?
Re: HOT KEYS[message #333972] Mon, 30 June 2014 21:32 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3776
Registered:July 2009
Arguably [T] is useful and frequent enough if you play with trees for aesthetics but occasionally need to take a peek.


Re: HOT KEYS[message #340816 is a reply to message #333972] Fri, 01 May 2015 01:30 Go to previous messageGo to next message
Torres

 
Messages:181
Registered:June 2010
Location: Canary Islands
Hi there I'd like to know how to use the tracking skill that comes with the survivalist trait, I access it via SHIFT+4 or ALT+RMB and this is all it shows, it shows the spotter perk, the radio specialist but no tracking abilities whatsoever.

What is the meaning of that circle entered in my merc?

http://i59.tinypic.com/34e92r5.jpg
Thanks in advance!

[Updated on: Fri, 01 May 2015 01:32]

Re: HOT KEYS[message #340822 is a reply to message #340816] Fri, 01 May 2015 12:12 Go to previous messageGo to next message
Flugente

 
Messages:3165
Registered:April 2009
Location: Germany
For tracking, look here - its in a sub-menu called with [Ctrl] + [C]. Though it would indeed be reasonable to also move it to the [$] menu.

Those circles are pretty much undocumented legacy. The represent the radius without (green) or with (orange) headset used in various squadleader properties - the AP bonus, for example. As this wasn't displayed anywhere else, I've drawn it here.



Saren threw his head back and screamed in impotent fury, before falling to his throne, head in his claws, trembling in horrified disbelief.

Then he heard a faint chime as Sovereign subscribed to her ECHO channel.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.


Re: HOT KEYS[message #341643 is a reply to message #340822] Thu, 09 July 2015 12:45 Go to previous messageGo to next message
Slax

 
Messages:1439
Registered:July 2006
Location: People riding polar bears...
I'll have to bring up the [H] menu again. How tricky would it be to update this thing to contain all of the hotkey info?



1.13: Install JA2, unpack latest, play.
AIMNAS: Complete 1.13 installation, Download ZIP and unpack, play.

Re: HOT KEYS[message #341645 is a reply to message #341643] Thu, 09 July 2015 14:02 Go to previous messageGo to next message
Flugente

 
Messages:3165
Registered:April 2009
Location: Germany
Not technically difficult. However, we have an obscene amount of hotkeys in use, coded in many, many places. First you have to find all of them, then you have to list and describe all of them (in a proper way so you actually find and understand them), and then you have to always keep that description up-to-date. Tons of work, and has to be done by a coder. angry

The optimal solution would be code change that restructures the entire key handling system. Basically, you'd use (pseudocode)
// enum of all actiosn that can be called via hotkey
enum HOTKEY_INVOKED_FUNCTIONS
{
    CROUCH,
    END_TURN,
    AUTOBANDAGE,
    ...
    // this goes on for a loooong time :-)
   ACTION_MAX,
};

struct HOTKEY_STUFF
{
    UINT16 actionused; // link to action from HOTKEY_INVOKED_FUNCTIONS

    // special keys used
    BOOLEAN fAlt;
    BOOLEAN fCtrl;
    BOOLEAN fShift;

    // keys used (a-z, 0 -9  etc.)
    UINT32 keyused;

    // a flagmask describing where an action is used (tactical/strategic/inventory/laptop...)
};

// for each language:
STR16 actiondescription_short[ACTION_MAX]=
{
    L"Crouch",
    ...
};

STR16 actiondescription_long[ACTION_MAX]=
{
    L"The currently selected merc changes to crouch stance.",
    ...
};

// A giant function that handels hotkey input:
void HandleKeyPress(...)
{
    ...
    evaluate key press, find matching HOTKEY_STUFF
    call function referred to via actionused
    ...
}

The work required is obscene, but a benefit is that all hotkeys are grouped neatly together. All required after that is a neat table that can handle this.
At that point, it would also be trivial to print that table in a .txt file. Provided the coders simply keep the decriptions up-to-date (which is a lot easier now, as it's all in one clear-defined place, and coders love simply adding another entry to clearly-defined places), we have no more need for hotkey pdfs that always outdate fast. Push a button and the game generates it for you.

This could also be used to have those hotkeys be editable (save/load the hotkey list in a .txt file), it's even possible to edit ingame if one codes that. I would, however, advise strongly against this. Our glorious community would simply use this to redefine every keystroke in every mod differently, which is about as useful as a bullet to the head. Don't deny it, that's the kind of nonsense this community does cheeky

[Updated on: Thu, 09 July 2015 14:04]




Saren threw his head back and screamed in impotent fury, before falling to his throne, head in his claws, trembling in horrified disbelief.

Then he heard a faint chime as Sovereign subscribed to her ECHO channel.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.


Re: HOT KEYS[message #345598 is a reply to message #341645] Fri, 20 May 2016 14:01 Go to previous messageGo to next message
Elestir

 
Messages:30
Registered:April 2016
Is there a hot key (or really any easier way than to change stances) for lowering your weapon? (the opposite of raising it with L)
It would be useful when your merc is a spy as aiming a weapon against enemy makes you lose your disguise.
Re: HOT KEYS[message #345599 is a reply to message #345598] Fri, 20 May 2016 14:22 Go to previous messageGo to next message
sevenfm

 
Messages:1378
Registered:December 2012
Location: Under the Mountain
Elestir wrote on Fri, 20 May 2016 16:01
Is there a hot key (or really any easier way than to change stances) for lowering your weapon? (the opposite of raising it with L)
It would be useful when your merc is a spy as aiming a weapon against enemy makes you lose your disguise.


Spy will not lose disguise if his weapon is raised but he is not aiming at particular enemy (so your cursor is not on this enemy).
You can swap hands to quickly lower weapon - right click on hand slot or press Ctrl+q.



Stable 7609+fix (24.10.2017)
Stable 7609+AI (r533 24.10.2017)
Improved weapon sounds, Ambient sounds, LoadScreenHints for Ja2+AI
Youtube channel
Win8+ fix


Re: HOT KEYS[message #345630 is a reply to message #345599] Sun, 22 May 2016 17:36 Go to previous messageGo to next message
Elestir

 
Messages:30
Registered:April 2016
sevenfm
Spy will not lose disguise if his weapon is raised but he is not aiming at particular enemy (so your cursor is not on this enemy).

Not entirely true, because of a bug. Game considers merc to be aiming particular enemy, even if that enemy is already dead and your merc walked away with weapon raised. Then if another enemy sees you, he will see through disguise with message that you are still "aiming" (now dead) enemy (while you really ain't).
Thanks anyway.
Re: HOT KEYS[message #351115 is a reply to message #345630] Wed, 27 September 2017 00:05 Go to previous messageGo to next message
Gopas

 
Messages:33
Registered:June 2016
Location: Norway
Can someone please remind me the key combination for the large rectangular menu with the colored buttons on tactical screen ? It is not Ctrl + . or Alt + click . I do no remember what is it for as i have never used it but it came up accidentally once or twice.



Just another old soldier.
Re: HOT KEYS[message #351116 is a reply to message #351115] Wed, 27 September 2017 13:43 Go to previous messageGo to next message
sevenfm

 
Messages:1378
Registered:December 2012
Location: Under the Mountain
Gopas wrote on Wed, 27 September 2017 02:05
Can someone please remind me the key combination for the large rectangular menu with the colored buttons on tactical screen ? It is not Ctrl + . or Alt + click . I do no remember what is it for as i have never used it but it came up accidentally once or twice.

[Ctrl]+[C], [Ctrl]+[V] (may not work in cheat mode).

http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=12557&goto=330794&#msg_330794



Stable 7609+fix (24.10.2017)
Stable 7609+AI (r533 24.10.2017)
Improved weapon sounds, Ambient sounds, LoadScreenHints for Ja2+AI
Youtube channel
Win8+ fix


Re: HOT KEYS[message #351124 is a reply to message #351116] Thu, 28 September 2017 11:51 Go to previous message
Gopas

 
Messages:33
Registered:June 2016
Location: Norway
It is the Ctrl + V one. Thank you Sevenfm !



Just another old soldier.
Previous Topic: Bear's Pit New Member Starter Pack for JA2/1.13
Goto Forum:
  


Current Time: Sun Nov 19 19:51:50 EET 2017

Total time taken to generate the page: 0.02144 seconds