Architect Archive

Thread: macros

Maxil
Sat Oct 08, 2005 10:12 am
#365

macros will snafu your queue...

You'll be fighting, you hit saber head hit, however your macro is about to go off. Aura skips, you head hit, you queue up head hit again, but notice your aura just wore off, so you press aura, but head hit is just now going off, you get knockdowned, and get the kdr bug, or spend time fiddiling with your buttons only to get slammed while trying to straighten your macro out.

here's something a bit better.

macro name: forceaura

/forceaura;
/pause 40;
/alarmAddIn 0 0 Re-Apply Aura Now!!

do the same with infusion, however you cant activate it till it wears off, so play with your timers, may vary depending on lag.

Gives a nice little alarm so you can remind yourself not to press anything else besides aura and as long as you pay attention, you'll never have it skip.

Oh, and for the love of god, have a macro that does /clear; and /dump;



Maxil





(gnn[[[[[[[[[[]nnnWX9gggggggggggggggggggggggg)
EricAD
Sat Oct 08, 2005 10:45 am
#366






Kalbron wrote:

need some macros for aura and force infusion





Personally I think its better not to use macros as they can throw off your combat timers. An example would be like your force aura macro might try and run at the same time your using saber leg hit or something and it will cancel the force aura.

Message Edited by EricAD on 10-08-2005 10:46 AM




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Stuarto
Sat Oct 08, 2005 11:29 pm
#367

i saw that but is there 1 that will load al the materials and make it?



Stuarto
Dont complain about my spelling!
Dimear
Sun Oct 09, 2005 12:05 am
#368

There's a good crafting macro in the artisan FAQ that's stickied up top.





Thus sayeth Dimear

CaixCatab
Sun Oct 09, 2005 12:33 pm
#369

No, resources always have to be loaded manually.



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LazyJones
Fri Oct 21, 2005 11:45 pm
#370



Google for more info on SWG macro's


You can't do IF/THEN statements. Use timers instead.


You can't call something from the datapad, but you can drag datapad items like droids to the toolbar.


Not every option on a radial menu has prompt-line commands. In fact, it's very few that do.

Message Edited by LazyJones on 10-21-2005 11:05 PM



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Pariah99
Sat Oct 22, 2005 12:19 am
#371

I've seen many macro guides, but nothing about (1) accessing items in the datapad or (2) given certain commands from the radial menu. For example:


I'd like to make a macro to call my landspeeder and then do an "enter/exit vehicle". How would this be done?


Something similar would be to call a pet, and then have it group and follow. How do you call something from a datapad, specifically if you have more than one pet (or vehicle)?





"When Sony and Lucas set out, we said, "How can we do this and not make another EQ?" We didn't want it to be all about Luke, or combat, or lock our players into a class. So we created a system that would allow players to switch professions during the game, and there would be a lot of gameplay around making that change. If you want to go from architect to scout we've created a system to make that happen." -Julio Torres
Yrab65
Sat Oct 22, 2005 3:03 am
#372






Pariah99 wrote:

I've seen many macro guides, but nothing about (1) accessing items in the datapad or (2) given certain commands from the radial menu. For example:


I'd like to make a macro to call my landspeeder and then do an "enter/exit vehicle". How would this be done?


Something similar would be to call a pet, and then have it group and follow. How do you call something from a datapad, specifically if you have more than one pet (or vehicle)?








Drag your bike etc toa function key


/ui action toolbarSlot00; (or whatever function key)


/pause 1;


/target speederbike; (or whatever but this might target someone else's bike)


/pause 0.5;


/mount;



and use /dismount; to exit vehicle


Message Edited by Yrab65 on 10-22-2005 11:04 AM



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Pardonme
Sat Oct 22, 2005 4:47 am
#373

Actually, you can enter multi-player craft with a macro. As long as you're grped and the party leader is already inside the ship (e.g. V-35) then the macro command is:


/mount V-35;


Pardonme
Sat Oct 22, 2005 4:49 am
#374

Oh, and another you might like to look at (but I haven't sussed yet) is this:


/applypowerup;


If you type the command on the command line it doesn't work but also doesn't say the command doesn't exist. What does it do? Well originally it was designed to add a weapon powerup to the weapon currently in focus. If anyone has an idea on the format for the condition string as with the /ui action toolbarSlotxx command then please post.


Pariah99
Sat Oct 22, 2005 7:25 am
#375

You're awesome! That worked beautifully, at least while I'm alone. We'll see what bike it targets while I'm in a group. I've also used it to call & group my pet.



"When Sony and Lucas set out, we said, "How can we do this and not make another EQ?" We didn't want it to be all about Luke, or combat, or lock our players into a class. So we created a system that would allow players to switch professions during the game, and there would be a lot of gameplay around making that change. If you want to go from architect to scout we've created a system to make that happen." -Julio Torres
tornadoman
Sun Oct 23, 2005 6:23 pm
#376

i got a SL alt that is on a macro with me has his target but i cant get called shot to work,is there anyway to do it
Pariah99
Mon Oct 24, 2005 9:40 am
#377

OK, here's another one. It's simple to drag a weapon from your inventory into the toolbar, and that's an excellent way of switching weapons. To repeat a certain attack, you can hold down "ctrl" and click the toolbar button - this puts a little checkmark symbol on the toolbar icon so that you know which is set to repeat.


Is it possible to set this repeat from the CLI, so that it can be used in a macro? This would be useful when switching weapons, so that if you're not carryong a weapon and have amelee attack set, you can 1-click to equip a ranged weapon and set the correct ranged attack repetition.


Jim Phelps


Kettemoor: Kla'tu Barada-Nikto





"When Sony and Lucas set out, we said, "How can we do this and not make another EQ?" We didn't want it to be all about Luke, or combat, or lock our players into a class. So we created a system that would allow players to switch professions during the game, and there would be a lot of gameplay around making that change. If you want to go from architect to scout we've created a system to make that happen." -Julio Torres
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