Dancer Archive
Thread: How extensive can or should the macro updates really be?
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Naish
Thu Aug 05, 2004 8:33 am
#1
I'm pretty familiar with writing macros. I've written tons of macros to grind through crafting, combat and entertainer professions. If you wanted to kill looping macros you would have to take out a lot of really helpful commands. For example...
/ui action toobarSlotXX
/macro macroName
If you took away "ui action toolbarSlot" then you wouldn't be able to write any helpful macros for launching a crafting tool that automatically selects a schematic for you. Which would totally stink, because I have some macros that fire off a whole chain of events that let me build sub components and a final product. I still have to click the resources in, but I don't have to open the tool, select the schematic, start the crafting, etc. etc.
It would really stink if such a small group of players totally wrecked crafting macros. I hope the devs think this stuff through to conclusion more clearly than you guys have.
/ui action toobarSlotXX
/macro macroName
If you took away "ui action toolbarSlot" then you wouldn't be able to write any helpful macros for launching a crafting tool that automatically selects a schematic for you. Which would totally stink, because I have some macros that fire off a whole chain of events that let me build sub components and a final product. I still have to click the resources in, but I don't have to open the tool, select the schematic, start the crafting, etc. etc.
It would really stink if such a small group of players totally wrecked crafting macros. I hope the devs think this stuff through to conclusion more clearly than you guys have.
menyou
Thu Aug 05, 2004 8:35 am
#2
I believe /macro will go completely and /ui action will only work with non-macro targets.
So you can target a tool to allow crafting but can't target another macro.
So you can target a tool to allow crafting but can't target another macro.
JohnMarble
Thu Aug 05, 2004 8:35 am
#3
All they've said is they're stopping recursive macros, not what you're saying,
BountyBlunter
Thu Aug 05, 2004 8:42 am
#4
JohnMarble wrote:
All they've said is they're stopping recursive macros, not what you're saying,
Yup, he's right.
Naish
Thu Aug 05, 2004 8:43 am
#5
A macro targeting itself is a recursive macro.
I don't think a macro targeting another macro wouldn't technically be considered recursive would it?
I don't think a macro targeting another macro wouldn't technically be considered recursive would it?
FuschiaD
Thu Aug 05, 2004 8:46 am
#6
Naish wrote:
A macro targeting itself is a recursive macro.
I don't think a macro targeting another macro wouldn't technically be considered recursive would it?
I would hope so.. it still enables the player to let the game play FOR him.
BountyBlunter
Thu Aug 05, 2004 8:53 am
#7
Hmmm..
Macro: Loop1
*positioned in toolbar slot 00*
/say This is my spam!;
/pause 5;
/ui action toolbarSlot01
Macro: Loop2
*positioned in toolbar slot 01*
/say This is my spam again!;
/pause 5;
/ui action toolbarSlot00
Recursive..
Macro: Loop1
/say This is my spam!;
/pause 5;
/macro loop2;
Macro: Loop2
/say This is my spam again!;
/pause 5;
/macro loop1;
And yup, recursive.
Schardour
Thu Aug 05, 2004 9:01 am
#8
Right Arok, if the developers didn't have the foresight to see that work-around when announcing this change, then I'd be worried not only for the game, but for the future of SOE business.
Such activities will likely be affected by this change. However, we don't know if the basic /macro or /ui actiontoolbarSlot commands will be affected. I'm hoping to see code allow for things such as armor equipment, but not /ui action functions that call anyother /macros or /ui actions. (Allow for a single /ui action instance, but stop it at that point. We already know that single /macro instances will remain ingame.)
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