Pistoleer Archive
Thread: Bug with Stopping shot?
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raider7734
Thu Jun 23, 2005 9:34 am
#1
Ran into this bug or strange behavior yesterday.
I havea combat macro hotkeyed, that alternates shots.It makes taking down krayts a little less wearisome. It's basically /criticalshot, pause, legshot, pause, then loops itself.
When I do stopping shot and immediately launch the combat macro, criticalshot is prone to getting disabled until the reuse timer on stopping shot has reset.If you try to criticalshot manually while this bugged state is in effect, you see the yellow brackets highlighting the attack on the hotbar, but it refuses to fire.
I was also able to get ranged shot bugged in this way.Stopping shot (done manually) then immediately launch a macro with /rangedshot as the first attack, and ranged shot gotdisabled until stopping shot is reset. It's pretty noticeable when your default attack gets disabled.
The easy workaround is to do a manual shot after stopping shot, then start themacro.
But there appears to besome strange behavior with starting a combat macro right after a stopping shot. The first attack in the macro is liable to get hung up or disabled until stopping shot resets.
BadgerSmaker
Thu Jun 23, 2005 9:53 am
#2
Ahh, it's not just me then I get that all the time with my quickdraw/bodyshot macro.
I have to /dump them macro and whack quickdraw three or four times to get it to fire then play the macro again.
Now that I know its a bug I'll do further testing.
OuttaControl108
Fri Jun 24, 2005 12:17 am
#3
FYI, this isn't limited to pistoleer, it's also happening to me now that i respec'd from MBH/MP to MBH/RM.. not sure which shot it happens after but it's definitely an endemic problem in the combat system related to running macros. I get so bugged that I can't even do default attacks after running my CM healing macro (bacta shot, toss, spray, etc.)
RoundWallKing
Fri Jun 24, 2005 4:44 pm
#4
Why do you guys run macros when you fight? In the old system macros were needed but with the new systems cooldown and warmup timers macros are no longer needed. Except for healing.
BadgerSmaker
Fri Jun 24, 2005 5:12 pm
#5
RoundWallKing wrote:
Why do you guys run macros when you fight? In the old system macros were needed but with the new systems cooldown and warmup timers macros are no longer needed. Except for healing.
The one I use does:
/quickDraw;
/bodyShot;
/pause 3;
/macro Pistoleer-SpamDamage2
/bodyShot;
/pause 3;
/macro Pistoleer-SpamDamage2
It outputs maximum damage over 1 minute, as that's around the time my action runs out and I switch to a range shot spamming macro.
I have tried queuing it manually but the macro does it better than I can.
OuttaControl108
Fri Jun 24, 2005 5:16 pm
#6
RoundWallKing wrote:
Why do you guys run macros when you fight? In the old system macros were needed but with the new systems cooldown and warmup timers macros are no longer needed. Except for healing.
I was referring to healing macros -- I don't use them for combat actions.
SpunkyKuma
Fri Jun 24, 2005 6:37 pm
#7
Ooooh this sounds frightingly similar to my problem, it must be quickdraw doing it since I alternate through that, and ranged shot before I go to body shot, I also get the yellow bracket and a long pause much less it wouldn't even fire. The bug I encountered could have alot to do with the relationship of quickdraw and bodyshot, will try doing some more of that tonight, I don't use any macros.
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