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Keybinds For Dummies

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  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2011
    Brutus, when there is a "Take All" window button, the button you use to interact (default is 'F') should default to Take All. So, when you go Anomaly farming and you hit a scan with an anomaly and a rare particle you shouldn't have to do anything more than hit the interact button.

    There is a way to do just about anything with buttons with the GenButtonClick command. All you have to do is find the right button name. And doing that is a hunt for a needle in a haystack. You can find it; it'll just take a while.

    That doesn't happen for me. When I first approach an anomaly or space loot I can use F key to begin but when the window opens to show what I found, the F key does nothing. I have to click on Take All with the mouse.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2011
    Brutus2 wrote: »
    That doesn't happen for me. When I first approach an anomaly or space loot I can use F key to begin but when the window opens to show what I found, the F key does nothing. I have to click on Take All with the mouse.

    Okay, well I should also indicate that I have remapped my key to ` (That's the key on the top row left of the #1). So, use:

    <key> "InteractWindow"

    Maybe in the remapping something happens that allows it to grab the "Take All" button. If that doesn't do it for you, it may be something with the Options setup.

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2011
    Thanks, I will have to look through the options or try remapping again because clearly it should work.

    Have you by any chance discovered how to bind the arrows in the anomaly wavelength matching window after scanning an anomoly? I would love to map those to the arrow keys.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2011
    Brutus2 wrote: »
    Thanks, I will have to look through the options or try remapping again because clearly it should work.

    Have you by any chance discovered how to bind the arrows in the anomaly wavelength matching window after scanning an anomoly? I would love to map those to the arrow keys.

    You must have done something to your setup. Those keys should already be set to be used for the waveform matching. They are by default set to distribute to the corresponding shield? Did you map them elsewhere?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2011
    What the hell. I am trying to follow this but I keep gettin Unknown command 1.

    I just wanna bind my Polarize hull, (Which is on the C1 slot on the try), to the "t" key so I do /bind t+TrayExecByTray 1 0 and I get "Unknown Command 1" What am I doing wrong?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2011
    piwright42 wrote: »
    What the hell. I am trying to follow this but I keep gettin Unknown command 1.

    I just wanna bind my Polarize hull, (Which is on the C1 slot on the try), to the "t" key so I do /bind t+TrayExecByTray 1 0 and I get "Unknown Command 1" What am I doing wrong?

    That depends on what you are trying to do. If you are using a bind file, It looks like you are forgetting a space between the key and the command and quotes. Do this:

    t "+TrayExecByTray 1 0"

    If you are typing it in the chat window, you are missing the space between the key and the command as well as the /bind command. Do this:

    /bind t +TrayExecByTray 1 0

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2011
    There is supposed to be a space between the "t" and the "+"?

    No need to respond I will try it at once.

    Thank you for your help on this.

    *Edit*

    Yup it's working now. Real big thanks to you.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2011
    You must have done something to your setup. Those keys should already be set to be used for the waveform matching. They are by default set to distribute to the corresponding shield? Did you map them elsewhere?

    I should have been more clear but I'm out of town and trying to type on an iTouch from a hotel room!

    I am remapping some commands to an Xbox gamepad. The ground game is much more fun now that I can sprint, aim, roll, target and use skills all on the gamepad. Space battles are great too. I can issue commands so quickly.

    So the issue is that when I map the InteractWindow command to the gamepad it will work with some windows but not the Take All button. The F key does work for everything.

    Also I wanted to know the commands for the wavelength buttons so I could map them to the D pad but the arrow keys do work so I can use the keyboard for that if needed.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    Brutus2 wrote: »
    So the issue is that when I map the InteractWindow command to the gamepad it will work with some windows but not the Take All button. The F key does work for everything.

    Brutus2, I found the names of your button(s). They are Loot_Takeallbutton and Loot_Takebutton. They are used with the /genbuttonclick command. I was able to use the following Console Commands successfully in the chat window.
    /GenButtonClick Loot_Takeallbutton

    /GenButtonClick Loot_Takebutton
    They will work with the window labelled "You found..." I have not yet found the name of the initial "Take Items" button, but I think the standard "F" pushes that button. Let me know if this works for you.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    What am I doing wrong? I'm in space and enter the command

    /bind_save_file space.txt

    I find the space.txt file in my Live folder, but it's empty.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    Talosi wrote:
    Brutus2, I found the names of your button(s). They are Loot_Takeallbutton and Loot_Takebutton. They are used with the /genbuttonclick command. I was able to use the following Console Commands successfully in the chat window.


    They will work with the window labelled "You found..." I have not yet found the name of the initial "Take Items" button, but I think the standard "F" pushes that button. Let me know if this works for you.

    How do you discover button names?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    Bleshoo wrote: »
    What am I doing wrong? I'm in space and enter the command

    /bind_save_file space.txt

    I find the space.txt file in my Live folder, but it's empty.

    Are you using default keybinds? I think it only saves non-default values.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    How do you discover button names?

    Trial and error. Start typing 3 or 4 characters after /genbuttonciick and it will give you a list of buttons.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    Bleshoo wrote: »
    What am I doing wrong? I'm in space and enter the command

    /bind_save_file space.txt

    I find the space.txt file in my Live folder, but it's empty.

    Artificialx is correct. But, all you need to do is change just one of the default settings and you should save a complete file (ALL of your binds + the one you changed).
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    Are you using default keybinds? I think it only saves non-default values.
    Great. Thx. Yep, I created a non-default bind, redid the command and had one line in the file.

    OK, now on my way. Thx again.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    Sure this has been covered but maybe you could point me in the right direction.

    Which keybind commands could i use to speed up the tafgeting process in pvp? For example: target team leaders target , or target team member 2 target.

    Currently I target team member with standard <"TargetTeammate 1"> keybind and than have to right click on the UI image of his target to lock on.

    This and any pvp specific keybinds would be greatly appreciated. I am in the process of testing some but they do not all have good explanations.

    Thanks
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    Sure this has been covered but maybe you could point me in the right direction.

    Which keybind commands could i use to speed up the tafgeting process in pvp? For example: target team leaders target , or target team member 2 target.

    Currently I target team member with standard <"TargetTeammate 1"> keybind and than have to right click on the UI image of his target to lock on.

    This and any pvp specific keybinds would be greatly appreciated. I am in the process of testing some but they do not all have good explanations.

    Thanks

    You are looking for the 'Assist' command. Look in your bindfile where you have the TargetTeammate and add the following :

    <key> "TargetTeammate # $$ Assist"

    where # is 1,2,3,or 4
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011

    You are looking for the 'Assist' command. Look in your bindfile where you have the TargetTeammate and add the following :

    <key> "TargetTeammate # $$ Assist"

    where # is 1,2,3,or 4



    Thanks a billion! That works great!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    This thread is really long and I havent read the whole thing yet, but i'm workin on it, lol. I appologize if this has been covered.

    Is there a command to change out say all tray 3 for the powers in tray 4? I use maybe 2 additional trays and i dont think there is any way to bind to the upper trays, please correct me if i am mis-informed.

    I been using different hud configurations and am trying to find a way to use the original layout with my BOs showing. It just feels more authintic.

    And why are there 12 powers in a tray on the keybinds option and only 10 actually available to bind to. The fact that there are 8 displayed on the original layout is another issue intirely but misterious non the less.

    I really just need to find a method of control of my hud that works for me. I welcome new ideas on this subject. thanks:o
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    Trinitron,

    Yep, this thread is very long, but full of extremely good information. However, a lot of your questions are answered on the first page.

    Change powers tray question: While I am sure there is a way to change each indifidual slots, you can use this command: /traychangeindex <init> <init> to have the displayed tray change. For example, to change the top displayed tray from tray 3 to tray 4 would require this command: /traychangeindex 2 1. To change it back would require /traychangeindex 2 -1.

    There is a way to bind upper tray keys: /<key> +TrayExecByTray <init> <init> Where the first <init> is the tray number and the second <iniit> is the slot. With the first tray and slot combination being "0 0", you can bind any key to upper level combination like "9 9" which will call the 10 tray and 10 slot.

    The different HUD combinations can be tricky, but remember the engine that STO utilizes is not just for STO. Trance has some suggestions on the first page of this thread that can help, specifically to allow you to view the BOffs and still have the trays visible.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    There is a way to bind upper tray keys: /<key> +TrayExecByTray <init> <init> Where the first <init> is the tray number and the second <iniit> is the slot. With the first tray and slot combination being "0 0", you can bind any key to upper level combination like "9 9" which will call the 10 tray and 10 slot.




    I have tried this command with no success but will try it again. If i can get this to work, that will solve my issue. I will try it again tonight.

    -thanks
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    Post your bind command... hopefully you are using a bind file, which will make it easier
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    BDS wrote:
    Post your bind command... hopefully you are using a bind file, which will make it easier

    I will do this as soon as I get home. Do you mean the whole bind file or just the part that applies to this?

    Not that is is really long or anything. But when I started binding I read most of traceaddicts post. It has been very helpful for the most part. However, I was never able to get the <+TrayExecByTray> command to work. What I did was looked at the file I downloaded and found <UseTraySlot 0 0> , or something close to that. This works and I have even used it with the <&&> for combos

    I am just saying that so that you won't be surprised when you see a different command. When I tried this command for the 4-10 slots, it would not work. I suspect it is not made for it and I need to figure out why <+TrayExecByTray>command wont work.

    So, I will post what applies and the version with <TrayExecByTray>

    Thanks

    -Trit
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    Trit,

    There are many ways to accomplish the same thing. +trayexecbytray, UseTraySlot, and trayexecbytraywithbackup all accomplish nearly the same things. My only reason for you to post your bind file, and yes the relevant portion, is just to check syntax.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    This thread is really long and I havent read the whole thing yet, but i'm workin on it, lol. I appologize if this has been covered.

    Is there a command to change out say all tray 3 for the powers in tray 4? I use maybe 2 additional trays and i dont think there is any way to bind to the upper trays, please correct me if i am mis-informed.

    Binding powers in other trays/slots merely requires you to understand the location system used. First thing, the numbering system used is the "proper" decimal count which starts at 0 (zero) and goes to 9 (nine). So, an ability located in the first slot of tray 1 is designated as 0 0 (zero zero). The next slot is 0 1 and so on up to 0 9, for tray 1. Carry this out and you have the last slot in the last tray (10) as 9 9.

    With these identifiers you can populate the tray (drag and drop from your powers list or the BOs) with any power/function/ability and be able to reference it for use. Example: I have my red matter capacitor in tray 9 slot 7. So when I use it in my keybinds it's reference is 8 7. So the command I use is +TrayExecByTray 8 7.

    I been using different hud configurations and am trying to find a way to use the original layout with my BOs showing. It just feels more authentic.

    If you look at the powers tray there is a "tab" on the end that looks like a stack of papers. Click that and you can expand/condense your trays to 1, 2, or 3 trays. Levels 1 and 2 show: 8 slots, your BOs and weapons display. Level 3 does not show the BOs or weapons display, but it does 10 slots for each tray (30 total).
    And why are there 12 powers in a tray on the keybinds option and only 10 actually available to bind to. The fact that there are 8 displayed on the original layout is another issue entirely but mysterious non the less.

    In the Options>Keybinds menu there are 12 powers listed (1 thru =; basically the top row of keys on a standard keyboard). This is a holdover from the Champions Online engine that STO is based upon. Now, why they decided that levels 1 and 2 only needed to display 8 slots is beyond me. HOWEVER, there is a command pair that will resize the powers tray and extend the slots to 10:

    GenSetEarlyOverrideFloat Hud_Tray_Primaryparent1 x 75 (resizes the display to accommodate 10 slots)
    -and-
    GenSetValue Hud_root traysize 10 1 (extends the displayed slots to 10)

    It is only necessary for levels 1 & 2, so putting this in your keybind file will resize and extend your powers tray. The only downside is it that each time you transition to a new instance you must to activate these commands again. (The only way to overcome this is to muck with the .hogg files, but these particular setting would be changed back to default each time there is a system update. Unless you know EXACTLY what you are doing you'll break the game and have to re-install; even I won't do this.)

    <key> "GenSetEarlyOverrideFloat Hud_Tray_Primaryparent1 x 75 $$ gensetvalue Hud_root traysize 10 1"

    I really just need to find a method of control of my hud that works for me. I welcome new ideas on this subject. thanks:o

    Finally, there is a command that will allow you to reorganize your HUD without using the primitive "green boxes". Type this into your chat window:

    /GenJailUnlock 1

    That will unlock your HUD and allow you to move everything that is active around as you see it. This helps when you want to nestle some display REALLY close to another with out overlapping. You cannot get this precision with the "green boxes". Once you complete your moving everything around you MUST retype the command with a zero.

    /GenJailUnlock 0

    This will lock all your display items down. If you don't, you won't be able to function.


    Hope that is clear as mud. :)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    BDS wrote:
    Trit,

    There are many ways to accomplish the same thing. +trayexecbytray, UseTraySlot, and trayexecbytraywithbackup all accomplish nearly the same things. My only reason for you to post your bind file, and yes the relevant portion, is just to check syntax.


    BDS,

    I couldnt find the old file but i started a new one with a new charecter and the <+TrayExecByTray> command is working beautifully. IDK what i was doing wrong but thank so much for your responses and let me know if i can return the favor:)

    -Trit
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    Binding powers in other trays/slots merely requires you to understand the location system used. First thing, the numbering system used is the "proper" decimal count which starts at 0 (zero) and goes to 9 (nine). So, an ability located in the first slot of tray 1 is designated as 0 0 (zero zero). The next slot is 0 1 and so on up to 0 9, for tray 1. Carry this out and you have the last slot in the last tray (10) as 9 9.

    With these identifiers you can populate the tray (drag and drop from your powers list or the BOs) with any power/function/ability and be able to reference it for use. Example: I have my red matter capacitor in tray 9 slot 7. So when I use it in my keybinds it's reference is 8 7. So the command I use is +TrayExecByTray 8 7.




    If you look at the powers tray there is a "tab" on the end that looks like a stack of papers. Click that and you can expand/condense your trays to 1, 2, or 3 trays. Levels 1 and 2 show: 8 slots, your BOs and weapons display. Level 3 does not show the BOs or weapons display, but it does 10 slots for each tray (30 total).



    In the Options>Keybinds menu there are 12 powers listed (1 thru =; basically the top row of keys on a standard keyboard). This is a holdover from the Champions Online engine that STO is based upon. Now, why they decided that levels 1 and 2 only needed to display 8 slots is beyond me. HOWEVER, there is a command pair that will resize the powers tray and extend the slots to 10:

    GenSetEarlyOverrideFloat Hud_Tray_Primaryparent1 x 75 (resizes the display to accommodate 10 slots)
    -and-
    GenSetValue Hud_root traysize 10 1 (extends the displayed slots to 10)

    It is only necessary for levels 1 & 2, so putting this in your keybind file will resize and extend your powers tray. The only downside is it that each time you transition to a new instance you must to activate these commands again. (The only way to overcome this is to muck with the .hogg files, but these particular setting would be changed back to default each time there is a system update. Unless you know EXACTLY what you are doing you'll break the game and have to re-install; even I won't do this.)

    <key> "GenSetEarlyOverrideFloat Hud_Tray_Primaryparent1 x 75 $$ gensetvalue Hud_root traysize 10 1"




    Finally, there is a command that will allow you to reorganize your HUD without using the primitive "green boxes". Type this into your chat window:

    /GenJailUnlock 1

    That will unlock your HUD and allow you to move everything that is active around as you see it. This helps when you want to nestle some display REALLY close to another with out overlapping. You cannot get this precision with the "green boxes". Once you complete your moving everything around you MUST retype the command with a zero.

    /GenJailUnlock 0

    This will lock all your display items down. If you don't, you won't be able to function.


    Hope that is clear as mud. :)



    This is awesome! I got the sytax issue worked out i guess cause its working now. I am able to bind to upper trays now and i even tried it with a combo on tray 4.
    <4 "+TrayExecByTray 3 0 $$ +TrayExecByTray 3 1 $$ +TrayExecByTray 3 2 $$ +TrayExecByTray 3 3">

    This <Unlock 1> command is sweet. and so simple. I love it. Saves so much time.

    I had a little trouble with this command
    <= "GenSetEarlyOverrideFloat Hud_Tray_Primaryparent1 x 75 $$ GenSetValue Hud_root traysize 10 1">
    but this one works...
    <0 "GenSetEarlyOverrideFloat Hud_Tray_Primaryparent1 x 75 $$ GenSetValue Hud_root traysize 10 1">
    is there something special about<=> ?

    I read something about a 4th option being added in the season 4 tribble release.

    Thanks again! I owe you one:cool:
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    Trance,

    Did you see the Tribble release notes that states that it will now be possible to view both the 3 trays AND the BOffs? That should simplify your life.



    "UI:•The power tray in space now has a fourth mode which provides a 3 row block of power slots plus the existing bridge officer powers tray at the same time."
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    BDS wrote:
    Trance,

    Did you see the Tribble release notes that states that it will now be possible to view both the 3 trays AND the BOffs? That should simplify your life.



    "UI:•The power tray in space now has a fourth mode which provides a 3 row block of power slots plus the existing bridge officer powers tray at the same time."

    No, I had not seen that; must have glossed over it. Yeah, that will make me a very happy camper. :)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    I tried it last night and honestly since I have gotten my binds all right I prefer the BO+1x10 view. The ability to toggle though a smaller tray is better for me.

    I did notice 2 "stock" binds called overlay tray #1 and #2. These might be interesting. I havent tried them yet. Also, in shooter mode you get a whole new tray that gets separate binds. So now I quess we will have 3 sets of binds. ;)
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