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Re: HOT KEYS[message #330392]
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Fri, 07 February 2014 05:39
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Anthropoid |
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Messages:145
Registered:February 2014 |
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I guess I'll just roll with the punches.
Only thing I find really tedious with this game, well two things:
1. The slow militia turns during manual defense with militia.
2. Sorting and resorting and restoring gear . . . it was quite fun the first 20 times!
[Updated on: Fri, 07 February 2014 05:40] by Moderator Report message to a moderator
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Sergeant
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Re: HOT KEYS[message #330453]
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Sun, 09 February 2014 05:50
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Anthropoid |
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Messages:145
Registered:February 2014 |
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I do indeed use the Ctrl+Shift+F and Ctrl+Shift+A and Ctrl+Shift+M and Shift+M . . . seems like there is another one but cannot recall it.
I am a bona fide (both in game world and real life) gear fondler . . . so there is no way I'm going to turn "drop all" OFF. I must have all of the gear LOL
Yet, then it gets just a tad bit tedious . . .
I think that, if the idea is of interest, a couple things that would ease the tedium would be:
1. Ctrl+D = "Separate Damaged" causes items that have less than 100% to unstack and fill a slot immediately below the slot they are in. If the inventory is already sorted then you get sorts of 100% followed by damaged items.
2. A lot of ideas here . . .
A. Ctrl+Shift+X = Sort Item Type by Page --> causes all item types to occupy a separate page. The current default items sort order would be fine (pistols, carbines, ARs, or whatever it is), but instead of stuff being stacked all as close as possible this would cause each item type to have a page separator between it and the next item type.
B. Ctrl+Shift+L = Lock Pages --> Causes the Inventory page sequence to "lock" so that a following sort does not move items to a new page. In conjunction with the one above, this could prove to be invaluable. When you close the inventory window, this gets reset just like always.
C. Ctrl+Shift+1 = Space Item Groups --> Causes a 1 cell space to appear between each item group
D. Ctrl+Shift+2 = Space Item Groups --> Causes a 2 cell space to appear between each item group
Lots of other possibilities, buta that sort've gets the idea going.
How hard would this be to mod in given the nature of the game code?
If somebody will give me a pointer or two, I'll even take a crack at creating the code for it.
[Updated on: Sun, 09 February 2014 05:51] by Moderator Report message to a moderator
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Sergeant
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Re: HOT KEYS[message #330458]
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Sun, 09 February 2014 06:27
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Deleted. |
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Messages:2663
Registered:December 2012 Location: Russian Federation |
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@Anthropoid
Having more options for sorting is good
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
Of course, that needs at least basic knowledge of c/cpp.
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Re: HOT KEYS[message #331556]
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Sat, 29 March 2014 13:52
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Deleted. |
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Messages:2663
Registered:December 2012 Location: Russian Federation |
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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 Report message to a moderator
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Re: HOT KEYS[message #333855]
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Sun, 22 June 2014 17:08
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Deleted. |
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Messages:2663
Registered:December 2012 Location: Russian Federation |
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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 Report message to a moderator
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Re: HOT KEYS[message #333873]
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Tue, 24 June 2014 13:04
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Flugente |
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Messages:3509
Registered:April 2009 Location: Germany |
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nhja2fanHere'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.
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Re: HOT KEYS[message #333876]
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Tue, 24 June 2014 13:45
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nhja2fan |
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Messages:25
Registered:March 2012 |
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@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).
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Private 1st Class
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Re: HOT KEYS[message #341645 is a reply to message #341643]
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Thu, 09 July 2015 14:02
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Flugente |
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Messages:3509
Registered:April 2009 Location: Germany |
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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.
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
[Updated on: Thu, 09 July 2015 14:04]
I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.
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.Report message to a moderator
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Re: HOT KEYS[message #351730 is a reply to message #111297]
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Thu, 21 December 2017 15:45
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againagain |
Messages:2
Registered:December 2017 |
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Hello; is there a way to remap a 1.13 keyboard hotkey by manually delving into any of the files? Showing merc line of sight gets particularly cumbersome in the long run :<
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Civilian
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Re: HOT KEYS[message #351748 is a reply to message #351732]
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Sat, 23 December 2017 13:15
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againagain |
Messages:2
Registered:December 2017 |
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sevenfm wrote on Thu, 21 December 2017 16:15You can also use external program to remap keys, for example I use Autohotkey to play older Ja2 versions and map End and Del keys to extra mouse keys, using simple script:
This is much better, simpler and flexiblerer that I ever hoped for; you, sir or madam, are a godsend.
EDIT: In case anyone else finds this same problem & solution, seems that it isn't even necessary to avoid the already allocated keys and combinations of JA2 in your AutoHotkey script. For example, you can assign the A key to do something else than its original auto-bandage, and still keep the ability to auto-bandage pressing for example Ctrl+A adding this:
[Updated on: Sun, 24 December 2017 12:38] Report message to a moderator
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Civilian
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