Just curious: how much do you customize the default keymap?
I usually remap Numpad Enter (that's very convenient to press with right thumb even when the hand is on the mouse) to "retreat at medium damage" (which i use really often; combination 'Ctrl+Z;Numpad Enter' thus selects all undamaged units of the same kind and sends the rest to repair), then multiplayer client screen is moved to Numpad 0 (also pressed with right thumb), unit order dialog goes to Tab, and "toggle overlays" goes to Delete; Most of this doesn't make much sense to laptop users who don't usually have a numpad. The rest is unchanged for me.
Keymaps
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NoQ
- Special

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Keymaps
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effigy
- Regular

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Re: Keymaps
I use the default keymaps, expect for the one for Cyborgs, because it hasn't been invented yet 
This is why some features aren't implemented: http://forums.wz2100.net/viewtopic.php?f=30&t=7490&view=unread#p87241
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Zarel
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Re: Keymaps
You know, F5 also brings up the multiplayer client screen now. For laptop users, that may be easier than Fn+Enter.
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icefire
- Trained

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Re: Keymaps
Combined with the the group commands I really haven't found a need for extra keymaps and/or modify them. Most of the propulsion specific ones already do just fine for me.
However the return on repair is something I haven't thought of binding before, might do that in the future.
However the return on repair is something I haven't thought of binding before, might do that in the future.
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effigy
- Regular

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Re: Keymaps
Someday I'm going to disable "spacebar" as the WZ Cam button (always hitting it trying to set a beacon).
This is why some features aren't implemented: http://forums.wz2100.net/viewtopic.php?f=30&t=7490&view=unread#p87241
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lav_coyote25
- Professional

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Re: Keymaps
effigy wrote:Someday I'm going to disable "spacebar" as the WZ Cam button (always hitting it trying to set a beacon).