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Thread Statistics | Show CCP posts - 8 post(s) |
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CCP Veritas
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Posted - 2011.07.22 17:28:00 -
[1]
Hi there gents.
Ran into this myself enough while multi-boxing that I decided to take a small break from Time Dilation to have a look. Turns out the ability to lock an item you have highlighted in the overview is a relatively new keybinding option which is defaulted to be activated with the Control key. Similarly for look at being bound to the Alt key. Little known fact: Control+Shift is mapped to unlock target, doubt many people are accidentally running into that one though.
So, the fix here is to go into the settings screen, over to "Shortcuts", then the "Combat" sub-tab. From there you can set the shortcut for "Lock target", "Look at" and "Unlock target" to whatever you wish. Please note that this also changes the "control-click" functionality to whatever key you bind it to instead of control.
I'll be using tilde-click personally.
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CCP Veritas
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Posted - 2011.07.22 17:39:00 -
[2]
Originally by: Abrazzar Well, that still doesn't fix that shortcuts are only applied to the activated window (or space) and not globally, like targeting, or drone commands.
I think I know what you mean, but can you give some concrete examples so I can be certain?
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CCP Veritas
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Posted - 2011.07.22 18:14:00 -
[3]
Originally by: Mag's
Originally by: CCP Veritas Hi there gents.
Ran into this myself enough while multi-boxing that I decided to take a small break from Time Dilation to have a look. Turns out the ability to lock an item you have highlighted in the overview is a relatively new keybinding option which is defaulted to be activated with the Control key. Similarly for look at being bound to the Alt key. Little known fact: Control+Shift is mapped to unlock target, doubt many people are accidentally running into that one though.
So, the fix here is to go into the settings screen, over to "Shortcuts", then the "Combat" sub-tab. From there you can set the shortcut for "Lock target", "Look at" and "Unlock target" to whatever you wish. Please note that this also changes the "control-click" functionality to whatever key you bind it to instead of control.
I'll be using tilde-click personally.
Come on man, this change is fail. It worked before and now it doesn't, can you not see that?
FWIW, I'm not very pleased with the change personally. It's going to take getting used to to do tilde-click targeting. Being a server programmer though it's not really my place to make fundamental changes to the UI code.
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CCP Veritas
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Posted - 2011.07.22 18:33:00 -
[4]
Originally by: Bootleg Jack Wrong, it changed from KEYUP to KEYDOWN in the last patch, it's a bug, read my explanation above.
Remapping it is a workaround for a CODE ISSUE.
Personally, I think it's poor behavior to have modifier keys do functional things on key up *or* key down, but I'll pass that along to the UI guys all the same.
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CCP Veritas
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Posted - 2011.07.22 18:34:00 -
[5]
Originally by: De'Veldrin So is the official stance "work around our crap code" then? I just want to know what to tell any friends who might express an interest in your game.
I'm not in the business of making official stances. I'm just a programmer trying to help y'all.
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CCP Veritas
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Posted - 2011.07.22 22:27:00 -
[6]
Originally by: Asm Khurelem Just as an example, the game tells me to use ALT-F1 to use my salvager in second row.
I now press ALT-F1, and suddenly, camera views wreck while salvaging.
Rage ensues. :(
Yep, same thing. If you change the binding for "Look At" to something else, or empty it if you never use it, you'll stop looking at incredibly interesting wrecks.
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CCP Veritas
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Posted - 2011.07.22 23:18:00 -
[7]
Originally by: Asm Khurelem So, your recommendation is to... disable useful functionality(or at least change from the broken defaults), instead of just changing what is likely to be at most a small change on a few lines of code to fix a bug...? :s
Your estimate, unfortunately, is off.
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CCP Veritas
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Posted - 2011.08.04 13:26:00 -
[8]
Good news folks, the right guy to fix the problem is back from vacation and we're aiming to have this fixed in a client update on Tuesday.
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