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Posted: Fri Jun 15, 2012 4:40 pm
by Kanar
Thx.
Posted: Tue Jul 03, 2012 1:32 pm
by Kanar
Can it be converted to 630 version?
Posted: Tue Jul 03, 2012 10:31 pm
by Tirili
Posted: Wed Jul 04, 2012 2:25 pm
by Kanar
Thanks, works.
A problem remains:
Y and Z on german keyboard layout.
Y for depot does not work in that layout, u gotta press z instead. Any way to get this corrected?
I wanna recommend the following changes, which i made in my version and found very useful:
Switch to defense tab: Setting changed from X -> to D
(easy to remember: D for Defense)
Construction tab: C -> F
Air Vehicle tab: F -> G
Ship Tab: G -> V
That way, you can leave your for fingers on left hand lying on asdf, which is very conveniant!
And you can use your strong middle- and index-fingers for two of the most used functions (constr. tab and defense tab), instead of D doin nothin and f for air vehicles (which u can still easily access with g ).
Also, the order is now correct, FDSA -> refers to tabs constr., defense, vehicles and infantry from top to bottom!
V for Ships can also easily be reached and is on the strong index finger.
Now, u have to place the Sell- and back to base-keys somewhere else. C or X are free, but i recommend to map em to buttons on the mouse instead.
Also, i think Q for infantry makes more sense then W, as it is better to remember (power plant is top left and has q, same for ore truck, so infantry in top left corner should also be q).
I think this makes sense!
Regards

Posted: Wed Jul 04, 2012 11:18 pm
by Tirili
Swap Y and Z in hotkey-lines in mods/ra/rules/structures.yaml .
D was used as the docks-hotkey before.
My opinions ( I probably repeat a lot from my posts above now) are:
a-w is better for soldiers than a-q, because they're not "on top of each other".
This let's you use 2 different fingers easily, which I think is more comfortable, so I placed all ~most often~ built units/buildings to a key, that is not "on top of" the corresponding prod. building hotkey.
a for barracks, s for weap.fac., d for docks, f for airport is also nice to remember, because:
- in all of them you can build units an no buildings, which is a good reason to separate buildings into the lower row
- barracks, weapon fac., dock, airport is probably the order in which they're built in your personal timeline of the match
Use the quickbuild keys F1 and F2 to switch to the buildings-tabs!
Imagine you want to quickly build a barracks: Press F1, q, wait for a few secs, press F1 and click where you want to place it. You don't need to go to the lower row (for c) any time then!
Same goes for F2 and x. Usually you don't really need c or x. (Maybe c to build an mcv, but that's not often)
Still good recommendations!

Posted: Fri Jul 20, 2012 5:10 pm
by OverKill
Haven't had a chance to read the whole thread in its entirety, but the little that I did, all I can say is great job! This will really change the face of openra. Before you know it we'll be microing like SC2 players.
Posted: Sat Oct 27, 2012 3:57 pm
by Matt
https://github.com/OpenRA/OpenRA/pull/2000 should be cleaned up and finally get merged into OpenRA. If the classic mouse style does not work, drop it for now.
Posted: Wed Oct 31, 2012 7:05 pm
by Tirili
Here's an update which works with release-20121019:
https://github.com/TiriliPiitPiit/OpenR ... keyAddons4
Double tapping the number of a group now focuses it. The same goes for production buildings followed by cycling through them if you tap even more.
OverKill:
I'm already doing so, though I'm not South Korean.
Cmd. Matt:
Here ya go:
https://github.com/TiriliPiitPiit/OpenR ... MouseStyle
Posted: Tue Dec 11, 2012 6:38 pm
by Matt
Okay, I worked on this at
https://github.com/OpenRA/OpenRA/pull/2501 which now has a green "supports auto-merging" button. The preparation was a little complicated with lot's of conflicts. Please test it if nothing broke. I also made the production queue tabs fully user customizable.
Next step might be to make all the production queue buttons definable by players in settings. End users should not touch /mods/ra/rules. It's only for modders and developers. Also requires root for editing on Unixes.
Posted: Tue Jan 29, 2013 10:29 am
by psydev
Why not just use the function keys (F1, F2, F3, etc.) as keys you can use at any time?
Personally I think it's much preferable to use the QWERT keys to cycle through build menus (buildings, infantry, vehicles, air units...). It especially makes a difference if you have multiple building production and have to tab rapidly through buildings. Clicking on those tabs takes forever. I dont think hotkeys are a great idea,because theyre kindbof limited, no?
Posted: Tue Jan 29, 2013 10:36 am
by Matt
psydev wrote: Why not just use the function keys (F1, F2, F3, etc.) as keys you can use at any time?
You can change this via the settings GUI or settings.yaml yourself. The current default is
https://github.com/Mailaender/OpenRA/bl ... ettings.cs if you have an idea for a better pre-configured mapping send a pull request.
Posted: Fri May 17, 2013 6:57 pm
by Tirili
Thanks to Mailaender an enhanced version of the greater part of this add on is now in the release-20130514!
But because some problematic functions are still missing, here's the full old add on merged into release-20130514:
https://github.com/TiriliPiitPiit/OpenR ... keyAddons4
Here's the corresponding key mapping:
http://dpaste.com/1174892/
Please notice, that the cnc- and d2k- games will chrash when you press a wrong key in this version!
Posted: Tue Oct 22, 2013 5:16 am
by ddd
Root for editing is bad. All user-defined rules should probably we in ~/.openra/rules folder or directly in ~/.openra/settings.yaml
Posted: Tue Oct 22, 2013 5:21 pm
by Matt
Sleipnir has started to work on doing this properly
https://github.com/OpenRA/OpenRA/pull/3969 It is planned to create a [HotkeyPreference] to have everything user-definable in the end. See also my old ugly attempt to make all hotkeys editable (from user directory)
https://github.com/Mailaender/OpenRA/tr ... otkey-conf