#ZMk fun stuff with boards and keymaps

1 messages · Page 1 of 1 (latest)

finite estuary
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2 questions, why do the momentary layers not work from the toggled layer on layer 3
and when I reflash firmware, do I have to redo all of the bluetooth profiles and repair with every device, or is there a way around this

linked github repo for the board and keymap in question: https://github.com/theb0b12/zmk-config-caeseura

GitHub

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image of the keymap

finite estuary
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@plucky iron could you look at question 1 real quick?

finite estuary
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appreciated

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so this means i would have to have my game layer be layer 2

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and then the momentary number and shift number layers would be 3 and 4

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or i guess it would be 1, 2, and 3 respectively because of 0 indexing

plucky iron
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Yeah, generally you want any possible permanent layers as low in the index as makes sense, and any temporary layers higher (with plenty of use of &trans wherever it makes sense).

finite estuary
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got it, thanks for the help! sorry I pinged you I just thought that it got buried in the help forum madness haha

plucky iron
finite estuary
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how does that work, and how is that different than what I am doing, I guess i am using https://nickcoutsos.github.io/keymap-editor/ so i'm not editing the code directly. I understand how C works and how #define works, but im just talking zmk wise

plucky iron
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I just reference &mo NAVI rather than needing to remember the layer index.

finite estuary
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aha

plucky iron
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But yeah, using a GUI tool, I don't expect there to be any real problems. Especially if you're gonna use Studio with it.

ornate topaz
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It's been a while, but I think I remember when I reordered my layers with the keymap editor, it didn't necessarily catch all the references; a few of my keys were still bound to the old layer number, instead of the new one, especially inside custom behavior/macros/I don't remember what else. Just something to watch out for

finite estuary