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Author Topic:  Keyboard shortcuts in NPC GUI  (Read 9593 times)

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smacky

« Reply #15 on: 02, August 2007, 18:56:33 »
I'm pretty sure the SENTInce stuff won't make any difference, except that you'll get the full benefit of SENTInce scripts (on test) and a few conveniences, like these shortcuts. That's a big goal of SENTInce, backwards compatibility. So any problems can be reported (here or SENTInce thread) as bugs and I'll fix them quickly.

EDIT: KP0/KP. as alts to KP-/KP+ added.

Talwoasc

« Reply #16 on: 03, August 2007, 14:12:48 »
Would these shortcuts be available to change to whatever you want (F11?), similar to movement/commands. I use 1-9 as my misc. macros, and play on a laptop, so I have no numpad :D
Talwoasc is back, and hopes to be able to update his shop soon.

smacky

« Reply #17 on: 03, August 2007, 14:45:47 »
No, they're hardcoded. To make them bindable would involve making some new commands. A much bigger change than is warranted.

OTOH these shortcuts will only work while an NPC GUI is open (but not while the textfield is open) and keybinding will not work while an NPC GUI is open. So there is no conflict.

Specifically, for you 1-9 in an NPC GUI will select the links and not shout a macro, while 1-9 during gameplay will shout a macro.

Talwoasc

« Reply #18 on: 03, August 2007, 19:32:25 »
oh good, ty :)
excuse the nooby question on my part as a lack of knowledge as to how these things work ;)

You said that
Quote
EDIT: KP0/KP. as alts to KP-/KP+ added.
Does this mean that we choose which one we want to use, or that either work?
Talwoasc is back, and hopes to be able to update his shop soon.

smacky

« Reply #19 on: 03, August 2007, 20:13:25 »
Quote from: "Talwoasc"
Quote
EDIT: KP0/KP. as alts to KP-/KP+ added.
Does this mean that we choose which one we want to use, or that either work?

Either/both (that should annoy Grommit, whichever is correct :twisted:) work.

ThePlaneskeeper

« Reply #20 on: 04, August 2007, 18:31:26 »
You know smacky, i'm still not sure why this would annoy grommit, because both, i mean, either would be correct, as seen in the multitude of examples i've graciously provided...

:: pokes grommit ::

on the other hand, i have played many games, and it seems like alot of them have the space bar as a general "accept" command, and if all there is is a "escape" or "close" or "back" command remaining (no accept option) then the space bar does that job.  I think that would be nice, but you might have some trouble implementing that.

Just my input =)

smacky

« Reply #21 on: 04, August 2007, 20:24:06 »
The 'trouble' with that, sensible as it is, is that by convention accept is the lhs button and decline is the rhs button. But SENTInce has a thing called the action button. This is the RHS button with the LHS button always being 'Goodbye'.

So SENTInce is at fault?

No. this apparent inconsistency is because of the clients failsafe behaviour. The client can display 0, 1, or 2 buttons. If only 1 it will always be the LHS button.

This is why SENTInce makes the LHS button the 'Goodbye' button (and therefore why the RHS button must be the action button).

A while ago I was convinced (by Grommit no less) that it is always (except where we have Accept/Decline) necessary to show a Goodbye button (apparently no self respecting mouse jockey would be caught dead pressing ESCAPE).

Given that it is only sensible to have Goodbye in a consistent place -- which must be the LHS.

So therefore SPACE = LHS button would mean it is sometimes Accept but usually Goodbye which are conceptually opposite. This is not a problem when the keys have a sidedness relationship to the buttons (ie, - and =) but it a problem when the relationship is to do with the nominal 'meaning' of the key.

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