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[333] Important ISSUE: Binding keys for formation rotate


Hormalakh

Question

Currently formation rotate will not allow itself to be binded along with other buttons. However, move, interact, and attack can all be binded to the same button/key.

 

This should not be the case.

 

I want to rebind my keys so that my left button only selects characters, while my right button moves them, issues an attack command, and interacts with items, however I want it so that when I click and hold my right mouse button, I can rotate my formation. This is because formation rotation automatically makes the characters move already (making the move action useless, basically).

 

This action (formation rotation) should be context sensitive. If I have a bunch of characters selected and I want to move them, I just quickly click. If I want to rotate formation, I click and hold. If I want to attack, I click on top of an enemy.

 

Please fix this. I hate the current control scheme and it has caused quite a bit of issues.

 

See here for more information.

http://forums.obsidian.net/topic/69390-yet-another-ui-suggestions-thread/

My blog is where I'm keeping a record of all of my suggestions and bug mentions.

http://hormalakh.blogspot.com/  UPDATED 9/26/2014

My DXdiag:

http://hormalakh.blogspot.com/2014/08/beta-begins-v257.html

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Both mouse buttons have an inbuilt command. Left click is move and select. Left click hold is marquee select. Right click is move with no select, and right click hold is formation rotate.

I do not think either of these should be changed at all, and that RMB should also include a cancel+move no select.

I can understand if people want to swap the functions of RMB and LMB over, but not remove components of them - that would not be okay by me.

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As mentioned in the other post:

 

You obviously haven't messed with the predefined keys for movement/attack/formation rotation. If you had, you would realize that rotation formation is NOT inbuilt and that you can select a button for rotation formation. Currently, that button is right mouseclick. It has nothing to do with holding the mouse button or anything like that. It's set as RMB and that's it. Similarly selection is SET as the LMB and can be changed to the Right mouse button. The only issue is that while selection/movement/attack/interact can be issued the same mouse button, formation rotation has to have its own mouse button.

 

I believe this is a bug as it should be possible to use any of the other commands (outside of selection) with rotation formation, as the way you select may (though not necessary) require to hold a mouse button.

 

If anything, only formation rotation and selection should be different mouse buttons as these two buttons work (though selection can also work with single-clicks) when being held.

Edited by Hormalakh

My blog is where I'm keeping a record of all of my suggestions and bug mentions.

http://hormalakh.blogspot.com/  UPDATED 9/26/2014

My DXdiag:

http://hormalakh.blogspot.com/2014/08/beta-begins-v257.html

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You're wrong. I have messed with the controls because I tried to bind cancel to RMB. In v278 it broke Formation Rotate and right click move. In v301 it broke Formation Rotate, and this build it won't let me bind both keys to RMB.

 

If you unbind Formation Rotate from RMB, the RMB move is still there.

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This has nothing to do with cancel. This has to do with the ability to bind multiple commands to the button where formation rotation is bound.

 

I do not care about move or cancel or anything else that you are talking about - do not confuse the issues here and kindly bring your issues up in a separate thread.

My blog is where I'm keeping a record of all of my suggestions and bug mentions.

http://hormalakh.blogspot.com/  UPDATED 9/26/2014

My DXdiag:

http://hormalakh.blogspot.com/2014/08/beta-begins-v257.html

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What I am saying is that the move command is built into RMB, when you bind something else to it, it still performs the move command. I think it's the same with left-click.

 

The only programming option I see is to allow you to swap the button functions over from LMB to RMB as you can't really bind move+formation rotate and move+marquee select to anything else.

Edited by Sensuki
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No it's not.

 

The move command is inherent to rotation formation. There are no commands inherent to a mouse button. PERIOD.

 

Again, there are no commands inherent to EITHER mouse button.

 

If you unbind all your mouse buttons in the option menu. They DO NOTHING.

Stop misinforming everyone.

 

The reason that you can bind something else to it is specifically the argument I'm making.

 

For the following commands:

MOVE

ATTACK

INTERACT

SELECT

you can have the same mouse button for them.

 

You CANNOT HAVE FORMATION ROTATE have the same mouse button for it.

 

The only two buttons that cannot be on the same mouse button should be formation rotate and select as these both require a click and hold and then drag. That should be the only restriction.

 

Otherwise, all other commands should work when bound to the same mouse button as they should be context sensitive.

 

If move/attack/rotation formation/interact are all on the same mouse button it should work like this:

If you give an command on the ground with rotation formation, you should be able to rotate your formation. If you give the command on an enemy it should attack. If you give the command on an object it should interact.

 

CONTEXT SENSITIVE.

NOT INHERENT TO A MOUSE BUTTON.

D'UH.

 

Formation rotation is just a move command that is draggable (click and hold).

 

This is a bug and it should work differently.

Edited by Hormalakh

My blog is where I'm keeping a record of all of my suggestions and bug mentions.

http://hormalakh.blogspot.com/  UPDATED 9/26/2014

My DXdiag:

http://hormalakh.blogspot.com/2014/08/beta-begins-v257.html

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I have attached an image for the QA team. What I want (and currently cannot occur) is in red.

 

Ultimately, formation rotate should only NOT be able to be bound to the same mouse button as select (click and drag functionality) and move.

 

One way to implement the idea is to use action hierarchies and context sensitivity.

Hierarchy would be as follows:

Attack

Select

Interact

Move/Rotate

 

T9JWEr2.png

My blog is where I'm keeping a record of all of my suggestions and bug mentions.

http://hormalakh.blogspot.com/  UPDATED 9/26/2014

My DXdiag:

http://hormalakh.blogspot.com/2014/08/beta-begins-v257.html

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Bump this with new information:

 

This issue still exists in 364.

 

However, when I first downloaded the update, the game had set my buttons as I wanted them.

 

The game worked fine with those settings.

 

I unfortunately could not save a screenshot.

My blog is where I'm keeping a record of all of my suggestions and bug mentions.

http://hormalakh.blogspot.com/  UPDATED 9/26/2014

My DXdiag:

http://hormalakh.blogspot.com/2014/08/beta-begins-v257.html

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