More Questions about Key Binding


Pathfinder Online

Goblin Squad Member

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Cole Brown gave us an excellent summary of manually editing the Key Bindings in Alternate Key-Bindings. I asked a follow-up question there, but I realize the codebunny is likely very busy.

Is there a way to use modifier keys (Ctrl, Alt, Shift) in the Key Bindings?

The Razer Tartarus I'm using right now and my older Nostromo are extremely useful for gaming, but my standard configuration requires me to be able to use the modifier keys in my remappings. For example, my Inventory is usually Ctrl-Alt-8, and my Map is isually Ctrl-Alt-4. These key combinations are actually remarkably easy for me to activate, and I've grown accustomed to them over the years.

I would also need to be able to remap Sprint and Walk to something other than Ctrl and Shift.

Keypad Configuration:
For those interested:

The keypad has 3 rows of 5 buttons each. I map the top-left key to back-single-quote (`), the key below that to Shift, and the key below that to Ctrl. Then I have 1-4 across the top, 5-8 on the middle row, and 9, 0, -, and + on the bottom row. I map the button under my thumb to Alt. This makes it very easy to enter key combinations that combine Alt with either Ctrl or Shift, but not so easy to combine Ctrl and Shift. There's a bit of difficulty using Alt while maneuvering, since both are done with my left thumb, but I do alright.

I have a significant problem with the new model because of the single joystick-style D-pad button for movement; it's very easy to accidentally apply a little Up-Arrow or a little Down-Arrow when I don't want to. I might go back to my old Nostromo just to alleviate this, although that has the problem of wasting a button spot (+) for a useless scroll wheel.

If you're interested in trying one of these out, I recommend you do it when trying out a new game entirely. I found it extremely difficult to adapt switching mid-game because it was a big change and my muscle memory was entirely wrong. I actually had the Nostromo for over 6 months before I finally bit the bullet and forced myself to use it. Now I can't live without it :)

Goblin Squad Member

You can do such things with Autohotkey fairly easy.

Goblin Squad Member

I do hope they implement an autokey binding feature in the options menu, rather than having to rewrite the code.

I have a mouse with 17 bindable keys and a keyboard with 12 additional, bindable keys. I don't want to have to rewrite code for all of that.

Goblinworks Executive Founder

Bluddwolf wrote:

I do hope they implement an autokey binding feature in the options menu, rather than having to rewrite the code.

I have a mouse with 17 bindable keys and a keyboard with 12 additional, bindable keys. I don't want to have to rewrite code for all of that.

Why not for people who doesn't want to bother with the code, but I would like that we keep, at the same time, the possibility to directly code it. I like much to play with my cfg.ini, an interface is usually more limitating, because the developers doesn't necessarily think like a player does.

Goblin Squad Member

Audoucet wrote:
Bluddwolf wrote:

I do hope they implement an autokey binding feature in the options menu, rather than having to rewrite the code.

I have a mouse with 17 bindable keys and a keyboard with 12 additional, bindable keys. I don't want to have to rewrite code for all of that.

Why not for people who doesn't want to bother with the code, but I would like that we keep, at the same time, the possibility to directly code it. I like much to play with my cfg.ini, an interface is usually more limitating, because the developers doesn't necessarily think like a player does.

Perhaps we ran into a language difference. What I'm suggesting is that there be an option in the options window to change the auto keys, creating custom key binds.

This is more accessible to the average person than changing any kind of files, and is in fact STANDARD for game interface options.

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