Dancer Archive

Thread: Recursive macros

isvadermyfather
Fri Aug 20, 2004 4:32 pm
#1

Will the new non recursive macros affect novice docs who are at their screen using a macro to grind the Medicine for doc or will i have to click on each crafting station to go through it please let me know. I know this might have been asked over and over but i have not yet seen a post, thanks for the replies/help.


Lofewarrykazza

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Houdani
Fri Aug 20, 2004 5:12 pm
#2


It is unknown what the upcoming macro changes will do to exactly. I suspect you will be able tocreate a macro that will call each of your tools, but the macro will not be allowed to cycle back and start the sequence over automatically.


So, if you have five tools, the macro will call all five and then stop. You can then start the macro manually to start the next sequence.


Again, this is just a guess, it may work entirely different than this.


H.




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KriHavoc
Fri Aug 20, 2004 5:44 pm
#3

They mentioned something about still being able to use the /ui toolbar commands, but no more /macro commands. Of course TH also said they will probably just do system checks on the macros, like a timer.




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Blamj
Sun Oct 03, 2004 10:17 pm
#4

What's taking so long just to get them removed?


Can't the devs spare 1 member of their 100+ man team?


After all they're just taking out the


/macro and /uiactiontoolbarSlot00 thing.. right??


Give me a reason to play, I don't like playing with those AFK whiners and soon to be buffers.
Rabenschwinge
Mon Oct 04, 2004 1:17 am
#5

If you what take out the toolbarslots there was no way to access the inventory anymore.
The problem are loops btw. Two macros would not nescessarily have to be recursive to be an endlessloop. No direct recursiveness that is.
And I don't think they have so many developers. I would rather guess a short dozen.




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Kreistor
Mon Oct 04, 2004 7:20 am
#6

How about posting this in the All Purpose sticky thread, that's what it's there for



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Naish
Mon Oct 04, 2004 8:02 am
#7

It is a more complex problem than just removing some commands. Many crafters and fighters depend on this functionality. My guess is that they are focusing their resources on the combat re-balance which, in the face of EQ2 and WOW, is going to be a much higher priority.



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LyteFoot
Mon Oct 04, 2004 9:25 am
#8

They don't have to take out any commands at all. They simply need to check that the call path in the various macros don't end back at a point where the current macro is called again. Wether SOE developers can do it is a whole different issue.



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Blamj
Mon Oct 04, 2004 2:05 pm
#9






Naish wrote:
It is a more complex problem than just removing some commands. Many crafters and fighters depend on this functionality. My guess is that they are focusing their resources on the combat re-balance which, in the face of EQ2 and WOW, is going to be a much higher priority.






What are you talking about? I don't use macros with my Master Carbiner and Squad leader...


Also the combat rebalance hasn't even started as of yet. The entire team is currently working on mini publishes and JTL. Combat rebalance won't probably be till publish 12.. The dev team has no excuse not to remove /macro and /ui actiontoolbar slot01

Nacoa
Tue Oct 05, 2004 8:15 am
#10

#1: You put this in the wrong place. It should have been in the stickied thread.

#2: The devs have already said that /macro and /ui action toolbarSlot are not going away. They're going for a better solution to remove them.

#3: I'm sure there's all sorts of complexity involved in acutally taking care of this that we aren't aware of. For example, I suspect that when you hit "F1", the client actually sends "/ui action toolbarSlot00" to the server. So, removing the command suddenly breaks the UI.

#4: These guys are busy. I would of course like this change to have gone in months ago, but I'm still confident they'll get to it.





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