[G] TheCore - Advanced Keyboard Layout - Page 396
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MassSpecd
13 Posts
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MilExo
South Africa139 Posts
So the question can actually be phrased as: do you ever want to recreate a control group without taking something away from a different control group. When I accidentally create a control group with units and buildings together, it would be good to be able to recreate the control group with only units without removing those units from other control groups and also without removing the buildings from their control groups. | ||
MassSpecd
13 Posts
The potential gains of setting 'add to/steal' to the default 'add to' hotkey are apparent immediately. In my version of The Core I've currently left the normal 'add to' commands unbound with the normal 'create' keys unchanged. The only place I can think of where I would want the add to command is if I wanted a cg that contains my entire army and there is already an easy enough hot key for that. The combination of create and add to/steal give plenty of room for error in every scenario I've brainstormed about. After some more consideration, it would be nice to have the create/steal option also.. I can't think of a good way to implement it without messing things up in a serious way. This I think is the one that may only be set for certain cg's, specifically harass or other 'temporary' uses that you may want to overwrite in the near future. | ||
dahappychappy
19 Posts
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JaKaTaKSc2
United States2787 Posts
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Hungry101
25 Posts
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Parad0x13
5 Posts
E.g. Assigning Camera 0 is set to Alt+P in The Core Visualizer but is set to Alt+0 (which doesn't work in SC2 LoTV at all) Many thanks! | ||
Quakecomm
United States344 Posts
On December 01 2015 10:49 Parad0x13 wrote: Is The Core Visualizer broken? Or is ZRM broken? The latest ZRM and The Core Visualizer do not match E.g. Assigning Camera 0 is set to Alt+P in The Core Visualizer but is set to Alt+0 (which doesn't work in SC2 LoTV at all) Many thanks! Alt+0 has always had issues working. There's away to make it work by disabling a certain hotkey in the windows UI, but I don't know which off the top of my head. | ||
Parad0x13
5 Posts
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Toster1024
8 Posts
There are some issues though with the new implementation. It should allow to burrow all units no matter if I have half burrowed roaches subgroup active or all burrowed lings subgroup (with some roaches not-burrowed). Current implementation is still slightly inconsistent. You will probably enjoy finding this inconsistencies ;-) If the change goes through we may need to update the zerg keymaps for TheCore. Need extra key for separate unburrow key. I get used to TheCore2 with slight modifications and I have no idea where can I squeeze an extra ability key. | ||
JaKaTaKSc2
United States2787 Posts
Literally testing it right now! really nice upgrade, very happy about it Ofc, this will reflect changes in all the layouts. The multi-unit burrow issue is certainly interesting. Hadn't noticed that yet. Plenty of room on the Zerg command cards for the unburrow functionality. Will have to rehaul the 3.0 ground units, but 2.0 users should utilize the spreadsheet to make their decisions on a personal basis. Shouldn't need to say this, but just in case: I strongly suggest that no one changes their keys until this is officially patched into the game. | ||
madnessman
United States1581 Posts
On December 02 2015 04:07 JaKaTaKSc2 wrote: @Toster Literally testing it right now! really nice upgrade, very happy about it Ofc, this will reflect changes in all the layouts. The multi-unit burrow issue is certainly interesting. Hadn't noticed that yet. Plenty of room on the Zerg command cards for the unburrow functionality. Will have to rehaul the 3.0 ground units, but 2.0 users should utilize the spreadsheet to make their decisions on a personal basis. Shouldn't need to say this, but just in case: I strongly suggest that no one changes their keys until this is officially patched into the game. Just wondering, any ETA on v3.0? How significantly different is v3.0 going to be from v2.0? I'm still using v1.0 and I'm wondering if I should start learning v2.0 now or wait for v3.0 to be released. Thanks! | ||
Toster1024
8 Posts
The multi-unit burrow issue is certainly interesting. Hadn't noticed that yet Try the following: Build a few Ravangers, Roaches and Lings. Burrow half of Roaches only. Box Select. Actual Result: Ravengers subgroup is active and only burrow command is visible. Unburrow is hidden. Expected Result: - If among any of active or inactive subgroups there are burrowed units and the active subgroup units support burrow - unburrow command should be available. - If among any of active or inactive subgroups there are unburrowed units and the active subgroup units support burrow - burrow command should be available. | ||
KDot2
United States1213 Posts
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MassSpecd
13 Posts
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JaKaTaKSc2
United States2787 Posts
But seriously, that is a bit of an inconsistency that ought to be adjusted. Any downside to having both burrow and unburrow available in muti-unit type scenarios? Releasing a video about this today to increase awareness and hopefully get a change before it goes into the game. | ||
Parad0x13
5 Posts
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Toster1024
8 Posts
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Anzki
Finland24 Posts
So, i wasn't able to add more than one base (or anything) to one of my control groups (ctrl+p) and it would make a little freeze when i try to do it. Well apparently the Gaming Evolved software that came whit my graphics card driver, is conflicting whit just that one hotkey. http://i.imgur.com/TxvVXSy.png | ||
JaKaTaKSc2
United States2787 Posts
POLLS! Select as many or as few options as you like when appropriate. Which Content Do you want in 2016? http://strawpoll.me/6183907 Original Poetry and Music? http://strawpoll.me/6183854 Patreon Board Meetings? http://strawpoll.me/6183888 Content Frequency Cap? http://strawpoll.me/6183947 JaKaPaK Community Thread: http://www.teamliquid.net/forum/starcraft-2/499652-the-jakapak-community-thread | ||
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