I have had a hard time with hotkeynet it was very complicated and i couldent figure it out so i just gave up and removed it from my computer.
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I have had a hard time with hotkeynet it was very complicated and i couldent figure it out so i just gave up and removed it from my computer.
I'm sorry to hear that. I've tried very hard to make the program easy to use. Can you tell me specifically what was so hard? Maybe I can make it easier.
Freddie,
I'm really excited about the movement key stuff in the latest build. What I'd like to know, though, is exactly how HotKeyNet determines what is and is not a valid hot key. Specifically, are you the one that determines what combinations are not allowed or is there some underlying dependency in the operating system that prevents you from allowing more key combinations? What I'm looking to do is add a numpad key in front of combinations that are allowed now.
Is that possible?
Thanks.
Quote:
Originally Posted by 'Freddie',index.php?page=Thread&postID=41377#post4 1377
Freddie,Quote:
Originally Posted by 'lockpwn',index.php?page=Thread&postID=41375#post4 1375
I'm doing my best not to violate forum policies while still getting my point across here. This guy can't actually play WoW since he uses trial accounts only and doesn't appear to be above the age of 13 or so. Check his post history if you're curious for details. There isn't anything wrong with HotKeyNet's usability and even if there were, this guy wouldn't be the one to tell you.
Moderators: I think I'm in line here. If I'm not, let me know.
What you are suggesting could be done. But I think it comes at a price. Let's say you define the numpad-enter key as the first key in the combination enter-ctrl-F3. In effect you're using it as a modifer key like ctrl, shift, and alt.
Now let's see what happens when you press the numpad-enter key. Normally it generates a "return" keycode. But now HKN has to consider the possibility that you are pressing it only as a modifer for your hotkey combo. In which case you don't want it to generate an "returnr" key code. So surely HKN should swallow the "return" keycode -- in other words, it should disable the key from its normal function.
This is why the "real" modifiers (shift, alt, ctrl) don't generate anything by themselves. If they did, they wouldn't be suitable as modifiers. It seems to me that if you want to use other keys as modifiers, certainly that could be done, but like the real modifiers, they have to be disabled from generating anything by themselves.
This wouldn't be hard to implement. But I chose not to (so far at least) because I thought most people would find it confusing. I imagined them writing a single hotkey defintion with some "normal" key as a modifier. Then they load the definition, and suddenly they key is disabled except when it's used to trigger that hotkey. Then they get mad at the program and remove it from their hard disk. :)
I appreciate your last post a lot. What that guy said was on my mind when I just answered you. :)
Now I see the deal here. I should have been able to guess that (what with being a software engineer and all), but I don't mess around with anything that touches OS-level material that much. Anyhow, perhaps I'll explain what I'm trying to do and you may or may not have a better suggestion for me.Quote:
Originally Posted by 'Freddie',index.php?page=Thread&postID=41385#post4 1385
Basically, I just started multiboxing WoW. I am running my main character off of one machine and built two others that each run two WoW instances. What I wanted the numpad keys for was to help direct input to the slave characters. Really, I just need the number keys for what I wanted. I am already using a Nostromo N52 and have three main hotbars plus the pet and shapeshift / aura / whatever bar attached to it. I simply needed a way to let HotKeyNet know how to direct the commands from the N52 to the proper window on the proper machine.
On an off note, I'm really pleased that we now have the option for movement keys. Before, I had to write a little 120 line program to output all the various combinations of modifiers and keys that I wanted to direct with HotKeyNet. Your slight modifications to the command format with the last build didn't really bother me since I just had to tweak a single line of code and rerun the program.
Anyhow, I'll look for another solution in the mean time since there are a few issues to be considered here. Perhaps adding in the option to turn the numpad into a set of modifier keys?
Thanks.
Edit: I wrote a lot of stuff while I thought about your problem ... maybe you should skip to the last message in this series and read that first.
I'm not sure I understand the problem but no matter what it is exactly, you apparently need a lot of different
<Hotkey A B C D>
combinations. And you think you don't have enough. Is that the problem in a nutshell?
Let me stop and count for a minute. HKN distinguishes left and right modifiers in a hotkey definition. So these are two different hotkeys:
<Hotkey Lshift X>
<Hotkey Rshift X>
That means for each modifer "slot" in the hotkey trigger, you have three possibilities (left, right, or none), for a total of 3^4 = 81 combinations of modifiers. Those combinations apply to each key on the keyboard. If there are 90 usable keys on the keyboard -- i haven't counted -- that's 90 x 81 possible hotkeys = at least 7200 possible HKN hotkeys.
So my question is, are you really running out?
Basilikos, two more things. With HKN you can send commands from any keyboard, not just the server's keyboard. So if you're willing to use two keyboards, that's 7200 x 2 combinations. Etc.
Second thing, I just got an idea. I'm not sure this would help but Let me bounce it off you. I could add a feature so you could define 4 gig's of hotkeys by triggering them with a number:
<Command 862>
<sendpc local>
<sendwin Wow>
...etc
The way you'd input the number into HKN is by first triggering a special hotkey function that tells HKN to start interpreting keyboard input as digits in that number. So, for example, the Nostromo would invoke command 826 by typing:
Ctrl F3 // you defined this to invoke the hotkey that listens for a command number
8
6
2
escape // tells HKN that the number is complete ... HKN now executes command 862
This would give you 4 gigs of hotkeys but I'm not sure it helps anything because I don't know how you input 4 gig's of possibilities into the NOstromo to begin with. But I"m not grasping the context of the problem.