Kobold Catgirl |
Okay, that's f#$*ing it. Next guy who ninjas me gets fed to Schrodinger's Rust Monster over there.
Welp, Nihimon, I'm sorry, but you knew the rules. Rusty! Grub's on!
Anyways, I really, really hope alternate keybindings get added by the end of Alpha (because, yeah, my "w" key is barely working right now). Is there an Idea for it yet that I can vote into oblivion?
Audoucet Goblinworks Executive Founder |
Guurzak Goblin Squad Member |
Shane Gifford of Fidelis Goblin Squad Member |
Shaibes Goblin Squad Member |
CBDunkerson Goblin Squad Member |
Stephen Cheney Goblinworks Game Designer |
Nihimon Goblin Squad Member |
Dakcenturi Goblinworks Executive Founder |
Stephen Cheney wrote:I'm pretty sure it's possible now through some fiddling with a text file. Cole uses Dvorak, so it was a pretty high priority for him to be able to rebind keys. I'll try to bug him tomorrow to post the instructions for how to change the binds.Awesome! Thank you :)
+1
Cole Brown Goblinworks Programmer |
17 people marked this as a favorite. |
So there's no UI, yet, for changing keybinds, but there is an ini file + commands way of doing things.
The commands are ExportKeybinds and ImportKeybinds.
ExportKeybinds takes an optional path. If you don't supply one, your keybinds will go into the Keybinds folder in your installed PFO (e.g. C:\Program Files (x86)\Pathfinder Online\Pathfinder_Data\Keybinds). If you do supply a path ("ExportKeybinds C:/go/here/please/arglebargle.ini"), then it'll put your keybinds there.
Let's assume you just typed "/ExportKeybinds", cuz calling your keybinds arglebargle is weird.
You now have a file called "player_settings.ini". It is in your Pathfinder Online\Pathfinder_Data\Keybinds directory with 2 other files: default.player_settings.ini and default-dvorak.player_settings.ini.
Open up your player_settings.ini lovingly with you most prized text editor.
Gaze in wonder at your keybinds.
You may now edit your keybinds. Notice how they have been laid out in a format thusly:
key = command
I have tried to be very understanding in what is an acceptable name for a key. Generally just typing the key works. If you want to use the keypad keys, you have to say so. "1" is the key above Q and Tab. "alpha1" is that same key. "keypad1" is way over on the far side of the keyboard.
So, if you wanted ESDF for movement instead of WASD, you would take this:
w = forward
s = back
a = turnleft
d = turnright
q = strafeleft
e = straferight
And turn it into this:
e = forward
d = back
s = turnleft
f = turnright
w = strafeleft
r = straferight
And then, when you have finished editing your keybinds, save your file and thank your beloved text editor for the fine job it did.
Journey forthwith back to PFO, and type this into your chat input:
/ImportKeybinds
(Note: If you were weird and put your keybinds somewhere else, you can "/ImportKeybinds C:/somewhere/else/player_settings.ini". However, I have a command args processing bug that doesn't take kindly to spaces in your file path, currently. >.>)
Nihimon Goblin Squad Member |
Cole Brown Goblinworks Programmer |
Nihimon Goblin Squad Member |
Wyspr Goblin Squad Member |
Nihimon Goblin Squad Member |
1 person marked this as a favorite. |
What are the commands for binding the abilities that appear above ability bar? I'm not sure what that bar is called sorry, but I have blinding dust there and I'd like to bind it to a key, as well as other things when they appear later.
Alt accesses the top bar, and then you simply use the same numbers you'd use on the bottom bar. So, to activate the first ability on your top bar, use Alt 1.
Wyspr Goblin Squad Member |
Nihimon Goblin Squad Member |
1 person marked this as a favorite. |
Thanks Nihinon. Is it possible to rebind them though? I usually use my G13, I suppose I could remap the key bindings on that.
The alternate key-binding is pretty primitive. The Ctrl, Shift, and Alt keys all have special meaning. Look in the installation folder in Pathfinder_Data/Keybinds. You can make changes in default.player_settings.ini (make a copy first).
<GLiberators> Qyck Majere Goblin Squad Member |
Nihimon Goblin Squad Member |
2 people marked this as a favorite. |
will there, or is there already a way to move the character in PFO with simple mouse clicks. For instance, holding down mouse1 and mouse2 to activate the move forward action, then use the mouse for directional control?
Yes. Mouse-Move is already implemented, and works (mostly) as you'd expect it to.
Holding the Left Mouse Button down and moving the mouse moves your camera.
Holding the Right Mouse Button down and moving the mouse orients your character, although there's a delay as the animation catches up so it takes a little getting used to.
Holding both Mouse Buttons down causes your character to move forward, and moving the mouse while doing so orients your character.
Things I wish it also did:
1. Pressing both Mouse Buttons should disengage Auto-Run.
2. When using the Right Mouse Button, the arrow on the mini-map that indicates your facing should match the camera, rather than waiting for the character to fully update the new orientation.
Black Silver of The Veiled, T7V Goblin Squad Member |
<GLiberators> Qyck Majere Goblin Squad Member |
Wyspr Goblin Squad Member |
I am using a Logitech G13 and a CoolerMaster gaming mouse (forget the name of the mouse) and have been able to map all keys to both. I use the mouse for targeting, weapon swap, jumping, camera direction and sometimes moving forward and the G13 serves abilities, character sheet, map, paper doll, directional movement etc. It's no different to any other MMO I've played except I mapped some of the extra buttons to keys on my mouse software because mapping buttons 6-9 wouldn't work in the ini file for some reason.
Nihimon Goblin Squad Member |
1 person marked this as a favorite. |
It will work fine to bind single buttons; the problem I have is that I need to bind with modifier keys (Ctrl, Alt, Shift) to take full advantage of my Nostromo.
Mid Row: [Shift] 5 6 7 8
Low Row: [Ctrl] 9 0 - =
Top Thumb: Escape
Low Thumb: [Alt]
I usually re-map ` to function like Tab, but I don't like using Tab because it's too easy to accidentally hit Alt-Tab.
This layout gives me very easy access to all my hotbar keys using 1-0, -, and =.
[Shift] is most often used to change hotbars, but that's not likely to be necessary in PFO.
I use [Ctrl] and 1-6 (or whatever) to target group members, instead of F1-F6.
I use [Alt] for my secondary hotbar. If I have access to three hotbars at once, I use [Alt] & [Shift] for the tertiary.
I use [Ctrl] & [Alt] together to access the UI Panels, instead of single buttons like 'm' for Map. My standard setup is:
Ctrl-Alt-3 = Character Sheet
Ctrl-Alt-4 = Map
Ctrl-Alt-7 = Quest Log
Ctrl-Alt-8 = Inventory
Ctrl-Alt-9 = Guild/Social
Others get used as needed for the game. In PFO, I would probably use:
Ctrl-Alt-5 = Paperdoll
Ctrl-Alt-6 = Feats
Guurzak Goblin Squad Member |
Wyspr Goblin Squad Member |
Dazyk Goblin Squad Member |
Being Goblin Squad Member |
Kemedo |
If computer calls for administrator permissions you can always punch the monitor screaming "Who's the masta" until he decided it's you..
As long your computer is not Leroy, you will be fine.
Guurzak Goblin Squad Member |
1 person marked this as a favorite. |
So there's no UI, yet, for changing keybinds, but there is an ini file + commands way of doing things.
The commands are ExportKeybinds and ImportKeybinds.
ExportKeybinds takes an optional path. If you don't supply one, your keybinds will go into the Keybinds folder in your installed PFO (e.g. C:\Program Files (x86)\Pathfinder Online\Pathfinder_Data\Keybinds). If you do supply a path ("ExportKeybinds C:/go/here/please/arglebargle.ini"), then it'll put your keybinds there.
Let's assume you just typed "/ExportKeybinds", cuz calling your keybinds arglebargle is weird.
You now have a file called "player_settings.ini". It is in your Pathfinder Online\Pathfinder_Data\Keybinds directory with 2 other files: default.player_settings.ini and default-dvorak.player_settings.ini.
Open up your player_settings.ini lovingly with you most prized text editor.
Gaze in wonder at your keybinds.
You may now edit your keybinds. Notice how they have been laid out in a format thusly:
key = command
I have tried to be very understanding in what is an acceptable name for a key. Generally just typing the key works. If you want to use the keypad keys, you have to say so. "1" is the key above Q and Tab. "alpha1" is that same key. "keypad1" is way over on the far side of the keyboard.
So, if you wanted ESDF for movement instead of WASD, you would take this:
w = forward
s = back
a = turnleft
d = turnright
q = strafeleft
e = straferightAnd turn it into this:
e = forward
d = back
s = turnleft
f = turnright
w = strafeleft
r = straferightAnd then, when you have finished editing your keybinds, save your file and thank your beloved text editor for the fine job it did.
Journey forthwith back to PFO, and type this into your chat input:
/ImportKeybinds
(Note: If you were weird and put your keybinds somewhere else, you can "/ImportKeybinds C:/somewhere/else/player_settings.ini". However, I have a command args processing bug that doesn't take kindly to spaces in your file path, currently. >.>)
OK, here's what I've done:
1) Make a copy of default.player_settings.ini named player_settings.ini in my keybinds folder.
2) Open, gaze in wonder, etc.
3) added a couple of additional lines to my keybinds thusly:
under ` = WeaponSwap, added mouse2 = Weaponswap
under enter = chat, added / = chat
under r = run, added numlock = run
deleted pause = DebugConsole since I use pause to activate mic for voice.
I did not mess with any import or export commands. When you start the client it apparently reads player_settings.ini by preference.
All of this is working cleanly as intended for me.
Pyronous Rath Goblin Squad Member |
1 person marked this as a favorite. |
So there's no UI, yet, for changing keybinds, but there is an ini file + commands way of doing things.
The commands are ExportKeybinds and ImportKeybinds.
ExportKeybinds takes an optional path. If you don't supply one, your keybinds will go into the Keybinds folder in your installed PFO (e.g. C:\Program Files (x86)\Pathfinder Online\Pathfinder_Data\Keybinds). If you do supply a path ("ExportKeybinds C:/go/here/please/arglebargle.ini"), then it'll put your keybinds there.
Let's assume you just typed "/ExportKeybinds", cuz calling your keybinds arglebargle is weird.
You now have a file called "player_settings.ini". It is in your Pathfinder Online\Pathfinder_Data\Keybinds directory with 2 other files: default.player_settings.ini and default-dvorak.player_settings.ini.
Open up your player_settings.ini lovingly with you most prized text editor.
Gaze in wonder at your keybinds.
You may now edit your keybinds. Notice how they have been laid out in a format thusly:
key = command
I have tried to be very understanding in what is an acceptable name for a key. Generally just typing the key works. If you want to use the keypad keys, you have to say so. "1" is the key above Q and Tab. "alpha1" is that same key. "keypad1" is way over on the far side of the keyboard.
So, if you wanted ESDF for movement instead of WASD, you would take this:
w = forward
s = back
a = turnleft
d = turnright
q = strafeleft
e = straferightAnd turn it into this:
e = forward
d = back
s = turnleft
f = turnright
w = strafeleft
r = straferightAnd then, when you have finished editing your keybinds, save your file and thank your beloved text editor for the fine job it did.
Journey forthwith back to PFO, and type this into your chat input:
/ImportKeybinds
(Note: If you were weird and put your keybinds somewhere else, you can "/ImportKeybinds C:/somewhere/else/player_settings.ini". However, I have a command args processing bug that doesn't take kindly to spaces in your file path, currently. >.>)
I still require a mouslook toggle on/off key . People should not need to hold a button down continuoisly to use mouse look. Also is there a way I can specify the numpad numbers instead for spell choices/feats or better yet can I scroll through active feats/spells with the mouse wheel?
T7V Jazzlvraz Goblin Squad Member |
Caldeathe Baequiannia Goblin Squad Member |
1 person marked this as a favorite. |
What I would really, really, really (did I say really?) like is to be able to define my primary vs secondary activation keystrokes separately (either a fully separate group of keys, or a spedific key to swap a specific direction), so that I don't heal the critter that's about to kill me, or deliver the fatal blow to my company-mate that's bleeding-out. I'd like it so that no matter how many times I accidentally hit a key, I can guarantee that in a rush, hitting "keyx" and "x" will cure, while hitting "keyy" and "x" will damage.
Right now, in a desperate situation, I must look at the charm bar to be certain of what device is in hand before I can execute.
It reached the stage that (currently) I'm willing to sacrifice an attack feat to make certain there's nothing else slotted on the key where my cure is.
<Kabal> Yelta Goblin Squad Member |
Ryan Dancey CEO, Goblinworks |
3 people marked this as a favorite. |
Message from Taylor about keybinding files:
The default keybinds files should not be being modified by users anyway. If this user wants custom keybinds have him copy the default file('default.player_settings.ini'), make his changes and save the file as 'player_settings.ini' instead of trying to change files that should not be modified.
Taylor Hainlen Goblinworks Programmer |
1 person marked this as a favorite. |
Message from Taylor about keybinding files:
Taylor wrote:The default keybinds files should not be being modified by users anyway. If this user wants custom keybinds have him copy the default file('default.player_settings.ini'), make his changes and save the file as 'player_settings.ini' instead of trying to change files that should not be modified.
We get to play telephone! My message(in the bug report that Ryan is quoting from) is actually from Cole. The bug specifically was in reference to player's having their keybinds reset by the patcher. The patcher does make sure that the default keybinds match what we have on the patching server. If you want custom keybinds, just make sure to make a copy of the file and name it 'player_settings.ini' (or if you do name it something else, see Cole's notes above(provided by Pyronous Rath, but they should be finable on the Alpha forums as well) about ImportKeybinds). The patcher will not mess with those files, only the default keybind files.
EDIT:
Also as a note as this may not be clear to everyone. All new characters will start with keybinds based on the default from the server regardless of what the keybinds you have locally are(or so Cole tells me). If you want to move them to your custom keybinds just run the ImportKeybinds command.
Nightdrifter Goblin Squad Member |
Pyronous Rath Goblin Squad Member |
Ryan Dancey wrote:Message from Taylor about keybinding files:
Taylor wrote:The default keybinds files should not be being modified by users anyway. If this user wants custom keybinds have him copy the default file('default.player_settings.ini'), make his changes and save the file as 'player_settings.ini' instead of trying to change files that should not be modified.We get to play telephone! My message(in the bug report that Ryan is quoting from) is actually from Cole. The bug specifically was in reference to player's having their keybinds reset by the patcher. The patcher does make sure that the default keybinds match what we have on the patching server. If you want custom keybinds, just make sure to make a copy of the file and name it 'player_settings.ini' (or if you do name it something else, see Cole's notes above(provided by Pyronous Rath, but they should be finable on the Alpha forums as well) about ImportKeybinds). The patcher will not mess with those files, only the default keybind files.
EDIT:
Also as a note as this may not be clear to everyone. All new characters will start with keybinds based on the default from the server regardless of what the keybinds you have locally are(or so Cole tells me). If you want to move them to your custom keybinds just run the ImportKeybinds command.
Awsome still need a mouse look on off switch type key as the current mouse look key no matter what you bind it to must be constantly held down.