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Caled Sorcerer
Joined: 21 Oct 2000 Posts: 821 Location: Australia
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Posted: Wed Jan 12, 2005 7:00 am
question regarding macros from keypad |
This isnt a zmud question, but I can't find anyone who has a clue.. and it is -for- zmud.. so its kinda related
Problem with keyboards, is that there are not enough function keys to work as macros. Its been possible to put up with it until now... but I'm playing a class on imperian that is particularly complex, and I need more macros to get the most out of it.
I had this idea.. if I could buy a usb keypad, sit it next to my keyboard (which has its own keypad), and assign different commands to the keys on the new keypad.. (such as ctrl and alt function keys) then I could effectively get another 17-20 macros, while still being able to use the keypad on my keyboard for movement.
Problem is, I have no idea whether its possible to reassign the values of the keys on the keypad, without simultaneously altering what my normal keypad does... which would of course defeat the entire purpose of what I wish to do. I've asked at shops, and they all stare blankly at me, and tell me that they don't know. They also say their return policy is only valid of the product is faulty or doesn't function the way it says it does... which means I can't just buy one and try it out. I don't want to waste $40 on it to find out it doesn't work.
Does anyone know if its possible? It'd be a useful thing outside the game world too, particularly in image manipulation software, where the more macros you have, the better - which is what makes me think its possible... somehow. |
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mr_kent Enchanter
Joined: 10 Oct 2000 Posts: 698
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Posted: Wed Jan 12, 2005 9:57 am |
I don't know the answer to your question. Every key on a keyboard generates its own unique code at the system level, so I think your computer would know which button you're pushing, but I doubt if zMud would distinguish between left-shift and right-shift for instance because zMud is too far removed from the OS. Then again, I've seen some amazing scripts. Maybe a plugin would be able to pre-configure codes based on button-presses which zmud could then respond to?
As an alternative, could you group your macros together in classes and enable/disable the classes with function key macros? Providing the actions your character is undertaking don't all happen at once, turning some off and others on would allow you to reuse keys for mutiple actions. |
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Caled Sorcerer
Joined: 21 Oct 2000 Posts: 821 Location: Australia
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Posted: Wed Jan 12, 2005 10:12 am |
Thanks for the reply. The idea of having macros in classes is one I already use. The number keys 1-9 I have as macros for dual sabre envenom-and-strike macros. Function keys 9-12 change the toxins those macros envenom with. No matter what I do - and i've changed it around several times - I end up wishing I had more.
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_________________ Athlon 64 3200+
Win XP Pro x64 |
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Pega Magician
Joined: 08 Jan 2001 Posts: 341 Location: Singapore
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Posted: Wed Jan 12, 2005 10:24 am |
I have never heard of anybody using dual keyboards on one computer, maybe on a network of a couple or more computers like multi-monitor multi-cpu setup by those crazy flight simulation enthusiasts. As far as I know, personal or workstation operating systems are built to handle a single keymap for one keyboard, additional keypads are just redundant keys on the same keymap. I could be wrong. Perhaps you could use some other type of input interface like a touch pad of some kind.
When I was playing the tradewars 2002 games using zMUD I had countless buttons on my zmud window, every kind of button push/toggle/menu/status indicators etc. They were used to manage a spacecraft for navigation aid, autopilot, combat aliases, tactical trade-route automation, automated colonisation, cargo hold refurbishment automation, planetary defense, radio frequency monitoring etc. This was because the game was played in character mode, most of my interaction had to be done from well-designed pre-recorded and adaptive button aliases and keyboard macros. The good thing about buttons is you can set up dynamic status indicators. |
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