IRIS v2.0 collection of suggestions
Posted: Thu Oct 22, 2015 12:32 pm
Hi,
just received extensive feedback from a user, I just post the suggestions here to have them in one place and visible to you guys:
Suggestions:
Stacking interactors: I understand that this might be inconvenient. So what we need here is to actually bind a set of actions to one interactor. I am intrigued by the concept and will consider that.
Multiple keys: currently this can only be achieved using macros. I am aware that they are a little tedious to create but quite powerful. Creating a GUI for editing macros is something that I wanted to do for a long time, yet have not found the resources for. I hope I will cover that one soon.
Hotkey for settings: can do that one.
EyeBlinks: maybe a button on the main window, to enable/disable this feature
Interactors not shown in full screen apps: I know that this is not optimal and of course would make a lot of sense. I have not yet found a reasonable solution to do otherwhise. I want to give http://overwolf.com/ a try.
Inputs not working in some games: yes also this one is known. Some games listen to real hardware inputs instead of the events they create. Some games do this intentionally to avoid cheating mechanisms. Again not easily solvable without programming a driver that emulates a physical mouse or keyboard.
Key to activate selected interactor: You can make interactors selectable by enabling the feature under Edit->Behavior->Key activation: "on". Once you set this checkmark on multiple interactors you can look at them to select them (blue color). If you hit the key to activate the selected interactor it will trigger the assigned action. Neat thing is that you do not actually have to look at the interactor to remain selected. So you can just trigger it while looking anywhere as long as it is selected.
Profile activation via hotkey: this one has been requested quite often. Already high ranked for next version.
just received extensive feedback from a user, I just post the suggestions here to have them in one place and visible to you guys:
Suggestions:
Stacking interactors: I understand that this might be inconvenient. So what we need here is to actually bind a set of actions to one interactor. I am intrigued by the concept and will consider that.
Multiple keys: currently this can only be achieved using macros. I am aware that they are a little tedious to create but quite powerful. Creating a GUI for editing macros is something that I wanted to do for a long time, yet have not found the resources for. I hope I will cover that one soon.
Hotkey for settings: can do that one.
EyeBlinks: maybe a button on the main window, to enable/disable this feature
Interactors not shown in full screen apps: I know that this is not optimal and of course would make a lot of sense. I have not yet found a reasonable solution to do otherwhise. I want to give http://overwolf.com/ a try.
Inputs not working in some games: yes also this one is known. Some games listen to real hardware inputs instead of the events they create. Some games do this intentionally to avoid cheating mechanisms. Again not easily solvable without programming a driver that emulates a physical mouse or keyboard.
Key to activate selected interactor: You can make interactors selectable by enabling the feature under Edit->Behavior->Key activation: "on". Once you set this checkmark on multiple interactors you can look at them to select them (blue color). If you hit the key to activate the selected interactor it will trigger the assigned action. Neat thing is that you do not actually have to look at the interactor to remain selected. So you can just trigger it while looking anywhere as long as it is selected.
Profile activation via hotkey: this one has been requested quite often. Already high ranked for next version.