| 11-11-2007, 05:04 AM | #1 |
Okay, so I am making a map where there will be large usage of spell books, so hotkeys would be something very style specific because you'd select a hero, the spell books to go with it, then memorize the paths. However, I have a plan to counteract this and it will cause everyone to play the same way and use the same methods to get to each spell. It would really be painful knowing hero A with skill build CQ would have to get their ultimate spell clicking the hotkey D then H, when hero B with skill build RM has to use click T then Q to get to their ultimate spell. What would be even worse is if you just chose a random build, then another random build and having to learn every single thing in the game. So... Instead of having the conventional... Code:
M = Move S = Stop P = Patrol A = Attack G = Attack Ground H = Hold Position O = Hero Skills Esc = Cancel The rest are the hotkeys given... I might have... Code:
Q = Icon in place 0,0 W = Icon in place 1,0 E = Icon in place 2,0 R = Icon in place 3,0 A = Icon in place 0,1 S = Icon in place 1,1 D = Icon in place 2,1 F = Icon in place 3,1 Z = Icon in place 0,2 X = Icon in place 1,2 C = Icon in place 2,2 V = Icon in place 3,2 The arrangement looks like Q W E R A S D F Z X C V However in this instance, I may decide to keep the cancel order (Esc) So that's that. In your opinion, which one is better for the situation I'm in? The conventional hotkeys using their normal hotkeys, or the universally adjusted hotkeys? |
| 11-11-2007, 05:14 AM | #2 |
It looks good, as long as it's for spellbooks. Oh, and you can't use V (cancel is there, on the spellbook). |
| 11-11-2007, 05:39 AM | #3 |
Can't you change the Esc command to V? I'm pprrreeetttyyy sure you could. Well, anyway, it's not as back breaking as some of the other things... Also, I just came up with something else, should I use this just for the spell books, or should I use this through everything? |
| 11-11-2007, 05:55 AM | #4 |
You can edit the hotkeys for the basic abilities by modifying CommandKeys.txt, I believe. Do some MPQ digging and find the proper text file, modify it, and then import it into the map with the same path as it had when you extracted it. |
| 11-11-2007, 05:57 AM | #5 |
I got that weird CommandKeys.txt add-on thingy and added it to my WE and I sure hope to God that it doesn't clash with UMSWE... and it only lacks one thing from what I've heard (haven't specifically looked) and that is the Move order. |
| 11-11-2007, 08:41 AM | #6 |
I always thought such hotkey layout is cool, but then I tried it in some map...and I must say it is terrible. I nede with pressing the ability buttons on-screen. Otherwise I always had to look where the ability is and then find its key on keyboard. [F]ireball, [s]torm Hammer and [R]oot is much better than [Q]Fireball, [W]Storm Hammer and [E]Root. The only con of natural hotkey layout is sometimes weird positions for fingers. Playing as Cristal Maiden in DotA is always painful :) |
| 11-11-2007, 09:44 AM | #7 |
My map has one of the best keyboard layouts out there. (No I am not simply bragging, download it and see for yourself) |
| 11-11-2007, 09:56 AM | #8 |
I guess the QWER could be a bit uncomfortable in the bottom row, but... that's probably an adaption issue... not saying people should adapt to my map completely but it's probably something like that. Can anyone else find any flaws/pros with the universal hotkey layout? |
| 11-11-2007, 09:58 AM | #9 |
QWER is bad, use WERT It leaves enough place to your little finger to use A for attack. TIP: no matter what kind of layout you make players pointing finger should be on F |
| 11-11-2007, 10:09 AM | #10 |
By the QWER/universal formation, I meant EVERYTHING would go under that, as shown in the "diagrams" given. Move would become Q (I hope it's the one in the 0,0 position). |
| 11-11-2007, 11:04 AM | #11 |
Changing the hotkeys or icons of basic commands (attack, stop, move) is always a bad idea. |
| 11-11-2007, 11:57 AM | #12 |
If you ever do that, always change attack's button position to be at (0,1). While keeping your hotkeys consistent, it lets you have A as the attack hotkey. |
| 11-11-2007, 12:12 PM | #13 |
some keyboard are specific and this will not work like you want ^^ (i know isseues with German keyboards...) |
| 11-11-2007, 05:13 PM | #14 |
I am using the qwer method, only cause the spell dynamically replace with other spells, and having a change of hotkeys would kill the player. This way, he the player wants to use hotkeys, the hotkey of the spell (no matter where it is) will always be the same as the spell that replaced it. Its also good practice (if you plan to go back to conventional hotkeys) to used keys on the left side of the keyboard: T G V should be the last ones.) Toadcop, if a player is playing with a german keyboard, chances are they would be playing a german translated map. If that were the case, the maker should be smart enough to change the hotkeys to the new layout. If they are playing the original, its still not going to be that big of an issue, as the amount of players would be a small minority. |
| 11-11-2007, 05:22 PM | #15 |
Just to say, I and i think a lot of other people don't bother with hotkeys, and I reckon if the gameplay is good, no one will even care if they aren't that comfortable. Also lots of people generally have a favorite character and set up, so maybe your problem might not be so much of a problem. |
