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mcarma

game needs utility program to assign key presses

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assigning key presses in the game is as clumsy as it gets.

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I agree with the op, it is a very clumsy system. It's functionality is great but it's implementation is bad. There are so many redundant controls and unnecessary duplicates it can be confusing. Some of the names of controls are misleading too. I would also say that they are not grouped together in a very intuitive fashion.

Being able to use double tab buttons etc and having the game allow you to use conflicting assignments is great though.

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I agree some of the names are misleading but I think the overhaul keybinding option is quite easy to use and pretty well done.

I'll just add a "search" option, by key or by action. I sometimes spend a lot of time searching for a key and end up attributing it to another action just to make the one I'm looking for turn red and spot it easier.

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I agree with the op, it is a very clumsy system. It's functionality is great but it's implementation is bad. There are so many redundant controls and unnecessary duplicates it can be confusing. Some of the names of controls are misleading too. I would also say that they are not grouped together in a very intuitive fashion.

Being able to use double tab buttons etc and having the game allow you to use conflicting assignments is great though.

Im not sure what you mean by redundant controls and unnecessary duplicates. Can you list exacly what is wrong? Or atleast give a few examples?

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From an older post I made:

Did you know we have 8 controls to make you move forward faster? Is that really necessary?

1. Fast Forward

2. Evasive Forward

3. Turbo

4. Vehicle Turbo

5. Fast Forward (Again!)

6. Car Fast Forward

7. Seagull Fast Forward

8. Command Fast Forward

All these commands could be under 1 control called Fast Forward. You are never in a car and a seagull at the same time! You are never on foot and commanding a tank at the same time! etc. This is just one example, there are other conflicts and redundant, confusing controls duplicated or misleadingly named.

I must point out though, there are things I like about the control system, like the way you can create conflicts and the game wont stop you from using them. This means you can stack multiple commands on one button if you like. I also really like all the modifiers you can use, like Hold and x2 taps etc.

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I'll just add a "search" option, by key or by action. I sometimes spend a lot of time searching for a key and end up attributing it to another action just to make the one I'm looking for turn red and spot it easier.

That would be my only suggestion.. good idea :cool:

the current keybinding and color system works pretty well for me.. but find i'll always get stuck looking for the red key im trying to bind

1. Fast Forward

2. Evasive Forward

3. Turbo

4. Vehicle Turbo

5. Fast Forward (Again!)

6. Car Fast Forward

7. Seagull Fast Forward

8. Command Fast Forward

Looks like alot but..

aren't they seperate control-styles by the vehicle your using (ie. land controls, aircraft controls etc.)?

at least the controls are filtered like that

don't get any conflicts from them myself :D

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Apart from some of the names being confusing I think the current system is excellent. You can easily delete a bind the same way you entered it (by entering it again) and it shows conflicts in red without having to dismiss an irritating popup or worse, making you delete the old bind first and then come back to rebind it. Way better than in most games.

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I agree that it is little bit confusing, but the variability it allows is more than worth it.

I say give it a chance, you'll get used to it - i know i did, and i am very happy with it now.

Anyway, i think there was some "controls setup" guide here on the forums, i guess that is not what you wanted to hear, but try searching for it, it has few nice tips how to make your ArmA/2 life easier ;)

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The controls confuse me when I am a squad leader in command of (say) 4 men.

To give an order to any man requires much pressing of keys.

In the heat of battle my men and myself die simply because I cannot issue the orders fast enough.

-

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I agree that it should be greatly simplified. As was already mentioned we have EIGHT!!!! move forward commands, it's just ridiculous. They should all be combined into simply 'move forward'

When on foot, it moves you forward

When in a car, it moves you forward and if you want to go slower just dont hold it for as long

When commanding, 1 tap = forward, 2 taps = fast forward

'Shift' is a variable, with shift held down you move forward slower or command 'slow'

Which it pretty much already is, but its just unnecessary commands flooding the controls screen which make it a real PITA if you ever want to reconfigure anything.

Another suggestion is why not group all of the 'do the same thing' commands into one so you reduce it from ~100 keybindings down to ~25. And if you want to get more precise then right click on the command and it brings up another list with the individual commands grouped.

I.E. left clicking 'fire' allows you to assign one nice neat keypress/mouseclick to 'fire' 'command fire' etc. Right clicking allows you to then manually go in and assign 'fire' to click but 'command fire' as right ctrl. And then highlight the command in blue/orange instead to indicate different sub-mappings if its free/conflicted instead of green/red

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Maybe I dont want fast forward for car on same key as when on foot. I see no problem with key binding as it is and am glad it is like it is. Commanding interface some of you refer to apparently, is another matter.

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Flexible control settings is, in my opinion, a must for complex and sim'ish games like arma.

But that doesn't mean it couldn't be a little easier and more intuitive, like so:

arma_controls_window.jpg

Replace the category button's text with icons, and separate the controls into the categories, and arma settings would already be quite more intuitive.

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It only needs a filter textual input field, on both "Show" and "Key".

Filter: Type in Move, and only commands containing move is shown in the list.

But I also agree that tabs rather than dropdown lists are a better GUI alternative unless the list is very big. Means it would be suitable in the gear menu as well, for the filters. If you can get away with less clicks - just do it :)

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