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Posts
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Is it possible to make a bind that triggers multiple click powers? For example, Aim, Build Up, Power Boost and Boost Range. Can I hit one key that will trigger those powers one after the other? Can a bind trigger all four powers with one keystroke or do you have to hit the key four times? (hitting one key four times would work, much faster than clicking them I think)
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Yeah, you have to basically create bind files chained together using bind files like:
c:\aim.txt:
v "powexecname Aim$$bindloadfile c:\buildup.txt"
c:\buildup.txt:
v "powexecname Build Up$$bindloadfile c:\powerboost.txt"
c:\powerboost.txt:
v "powexecname Power Boost$$bindloadfile c:\boostrange.txt"
c:\boostrange.txt:
v "powexecname Boost Range$$bindloadfile c:\aim.txt"
Afterwards, load the binds with /bindloadfile c:\aim.txt.
You can then activate each power with each press of the 'v' key. If you want to reduce the keypresses you might want to try this instead:
c:\aim.txt:
v "+ $$powexecname Aim$$bindloadfile c:\buildup.txt"
c:\buildup.txt:
v "+ $$powexecname Build Up$$bindloadfile c:\powerboost.txt"
c:\powerboost.txt:
v "+ $$powexecname Power Boost$$bindloadfile c:\boostrange.txt"
c:\boostrange.txt:
v "+ $$powexecname Boost Range$$bindloadfile c:\aim.txt"
These will activate one power with the press of the key and activate another with it's release. However, I recommend not doing this, as it can get a little quirky because of animation times, and speed of click presses. There's no way of actually activating more than one power at a time however. -
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Got a question or two..
Any fancy looking binds to trow fly on or hover on?
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To create a bind that toggles between fly and hover, try:
/bind f "powexecname Hover$$powexecname Fly"
The game will toggle the last power in a list first unless its already on. Otherwise, it toggle it off and toggle on the firt power in the list instead. In this case since fly and hover are mutually exclusive, the latter is a mute point, but I thought I'd state it anyways.
Edit: By the way, the k to activate this bind is 'f', and I switched the order of the powers as I realized most would usually like to have Fly activated first. -
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Winza, is there anyway to execute a bind when you activate a power? I know that it is possible to execute a power (as well as other things) with a bind, and that a macro sits in the tray just like a power. However, is there any way for the macro to take on the icon of a power? What I would like to do is display a message when I activate my toggle power, Darkest Night, but I don't want to assign a key to it, and I don't want an undistinguishable gray circle sitting on my tray in place of Darkest Night. Am I just too picky?
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There is no way to do what you ask, but here's a little known tip to dress up macro appearances. Macro's not only take alfphanumeric characters, but also Unicode characters as well (the font set for the game is actually Arial Unicode MS I believe). That way you can put on the face graphic characters like happy faces, arrows, blocks, stars, card suits, chess pieces, Arabic, Hebrew, Japanese Characters, Chinese Characters, and symbols of all types.
Edit: I should note that though binds will take Unicode characters, bind files won't as the text files have to be saved in ANSI format in order to be loaded in by the game with the /bindloadfile command. -
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tried it i guess the animation for inferno is too long oh well if anyone else has an ideal post it i bet im not the only one wondering if they can do it
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Using bind files like:
c:\infernocc1.txt:
c "+ $$powexecname Inferno$$bindloadfile c:\infernocc2.txt"
c:\infernocc2.txt:
c " $$cc 2$$bindloadfile c:\infernocc1.txt"
Afterwards, load the binds with /bindloadfile c:\inferncc1.txt.
You can then activate Inferno with the press of the 'c' key, and the costume change with the key's release. Therefore creating your own pause.
Edit I just wanted to add that this technique really shines when using toggle powers like Whirlwind for costume changes, as per example:
c:\whirlwindcc1.txt:
c "+ $$powexectoggleon Whirlwind$$bindloadfile c:\whirlwindcc2.txt"
c:\whirlwindcc2.txt:
c " $$cc 2$$powexectoggleoff Whirlwind$$bindloadfile c:\whirlwindcc1.txt"
Enjoy! -
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You can't execute two powers in a single bind. You can, however, execute a power and load a bind file in one bind, and you can bind to a hitting a key on or off. To do what you want, you need two bind files, one neamed superjump.txt one named superspeed.txt, they'd look something like:
c:\superjump.txt:
+lshift$$-lshift$$powexec_name Super Jump$$bind_load_file c:\superspeed.txt
c:\superspeed.txt:
+lshift$$-lshift$$powexec_name Super Speed$$bind_load_file c:\superjump.txt
Then do /bind_load_file c:\superjump.txt
Now, when you press left shift down, super jump will turn on, and when you release left shift, super speed will turn on. Press and release again and it will turn each off. At this point, you're really hacking around the bind system to try to get past the only one power per bind limitation, which is there to stop scripting (like, you hit a button and execute a series of several attacks).
Fine print:
These binds are off-the-cuff and are not guaranteed to work as listed.
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Those binds will not work as written. The bind files should look actually like this:
c:\superjump.txt:
lshift "+ $$powexecname Super Jumping$$bindloadfile c:\superspeed.txt"
c:\superspeed.txt:
lshift " $$powexecname Super Speed$$bindloadfile c:\superjump.txt" -
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Oh, and there's more, you CAN activate 2 toggles if you tap a bind twice like this...
/bind key "powexec_toggleon 1st toggle$$powexec_name toggleon 2nd toggle"
All you need to do is hit the same key twice and it'll turn on both toggles quickly and WON'T turn them off if pressed too many times.
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Change this to...
/bind key "+ $$powexectoggleon 1st toggle$$ powexectoggleon 2nd toggle"
...and you'll only have to press the key once to toggle both powers on. Just don't press to fast, as one power is toggled on with the key pressed down, and the other is toggled on when it's released. -
I don't think there is a LMOUSE
. Use LBUTTON instead, LSHIFT is ok.
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I see NOTHING in this post stating they are gonna go with suppression of stealth idea. Where was that posted?
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Has the stealth suppression gone through? Or is everybody just speculating?
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Here when he said:
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We're going to be taking out this "stealth nerf" or "nerf to stealth" or whatever...
The original intent was to prevent riskless XP gain...but I agree that the implementation caused problems as noted here on the forums.
I REALLY like the Suppression idea brought up, but that'll take some time to implement. So we're just going to take it out until we can do it right.
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This means no suppression either, right? That would incur most of the same problems the original nerf brought, so I hope we're sticking with stealth as-is.
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If you read Statesman's comment on it, yes supression of stealth will be coming in a future patch. They will be pulling the current method so they can code supression in.
Its only being pulled because otherwise idiots would use group and castable invisibility abilities to grief and harass players.
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Hate to spoil the fun but you do realise those who predicted abait and switch were...right
The devs AI is as predictable as a vazalok cadaver without a mortie
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Not a bait and switch, suppression was actually Dwimble's idea. And it wasn't ony the griefing issues with the click and AoE stealths, it was also the issue that powers meant to aid teams were instead going to aggrivate them with the current implementation. Thanks goes also to SolLuminous for compiling all our issues with the change into well thought out format.
Thanks again Devs for listening! And thanks for the new Costumes and the Archvillain changes. I'm really look forward to those! -
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Here's one I'd really like to know the answers to, and I wonder if you might know it. Why were so many of the villians in the game made to be so supernatural?
Is there a storyline why heroes are fighting with so many villians with special powers?
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Yes, I suggest you read the City of Heroes novel Web of Archanos. It explains the appearance (reappearance?) of superheroes and supervillains in modern times. Basically, because of Statesman and Lord Recluse, everyone with an inkling to do something, is given a supernatural inspiration and augmentation to do more. Think "Last Dragon"...you got the glow...the glow...! -
What I found interesting in the book is that though Statesman is recognized as Paragon City's first superhero he really wasn't, that honor actually went to The Dark Watcher (16 year old Devon Willcox). However, his parents' desire for him to avoid publicity kept him from gaining that designation.
Statesman (Marcus Cole) came second, followed by Vambrace (Brandon Warfield and James St. John-Smythe), Elementar (Raymond George Washington) and then Maiden Justice (Monica Richter sister of Stephan Richter aka Lord Recluse). All of which joined together to become the founders of Freedom Phalanx.
BTW I thought the book made it clear that Marcus Cole became a criminal only because he was desperate to find a cure to the lung disease that was killing him. After he was cured, he gave back everything he took plus. -
21/21
/dances Yeah boy!Who's the dork...who's the dork! I am...
...I'm sad now. -
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Captain Mako?
Is he made from the energy from Final Fantasy 7 of the same name (mako)?
All about FF7 Mako
I know that there is a Mako shark, but as a gamer, sharks are not what I think of first.
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What I find interesting is Black Scorpion, isn't there a superhero using that name? -
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Rikti are aliens, they have their oun planet and aren't mutated in any way. It's the Lost you're thinking of that mutate into deformed versios of Rikti.
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I see someone doesn't have Omega Level Clearance. Well, the truth is....{text deleted by Man_In_Black} -
I had thought about your post that powexec_name could be used to turn on and turn off teleport, so I came up with another bind to do the same without using bind files:
/bind lshift "+ $$powexecname Teleport"
Edit: I thought because it's much more simple it eliminates all posibility of reversals. I just tested this out some more, it does just the opposite. The one I (in another thread) and you (in this one) posted, however, works very nicely but has a problem with not keeping the teleport active after clicking a location. To fix this, I came up with a way to complicate things some more by adding a couple more bind files to the mix:
In c:/keybinds/tpk_dc.txt place:
lshift "+ $$powexecname Teleport$$bindloadfile c:\keybinds\tpk_uc.txt"
lshift+lbutton "+ $$bindloadfile c:\keybinds\tpb_uc.txt"
In c:/keybinds/tpk_uc.txt place:
lshift " $$powexecunqueue$$bindloadfile c:\keybinds\tpk_dc.txt"
In c:/keybinds/tpb_uc.txt place:
lshift+lbutton " $$powexecname Teleport$$bindloadfile c:\keybinds\tpb_dc.txt"
In c:/keybinds/tpb_dc.txt place:
lshift+lbutton "+ $$bindloadfile c:\keybinds\tpb_uc.txt"
Initialize by typing:
/bindloadfile c:\keybinds\tpk_dc.txt
This first bind does as before, ques up teleport and loads in the next bind so that it halts it with the key release. However, I added another functionality to it that when the teleport is activated it loads in another set of binds that reactivates teleport targetting afterwards. -
It's not Mark Waid's (the writer) fault. As many have already stated, all the mistakes pointed out look more like screw-ups by David Nakayama (the artist) than anything else.
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I'm guessing that Accuracy will be nerfed.
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AGAIN!? Every <bleep>en issue...grumble...grumble. -
As I replied to Zloth's post, I'm sure those extra lines are place holders for the new size sliders to be released with issue #4. It is unlikely it will be changed back, though further changes may yet be forthcomming.
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I'm sure those extra lines are place holders for the new size sliders to be released with issue #4. It is unlikely it will be changed back, though further changes may yet be forthcomming.
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The suggestion for /goto_tray which works for the other trays has been put on the short-list. That should have been there all along and has been an oversight.
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YES! Finally! Ty! Ty! Ty! -
Sounds good to me.
But can we also have /slash commands to switch the alt tray and ctrl trays as well? Only /prev_tray_alt and /next_tray_alt exist for the alt tray currently. I'd really like to see a /goto_tray_alt as well as a /goto_tray_ctrl, /next_tray_ctrl, and /prev_tray_ctrl. -
Victor Manning (Vectorman) normally works as a computer programmer. However, he seems to always find himself between jobs, as he keeps getting caught playing some video game instead of working (in actuality he's remotely controlling his alter ego).
Aiden OSullivan (The Soul Keeper) is the owner of a rough neck bar. -
I would like to add, that NPCs can also be designated as the PLAYER. One especially useful NPC is NPC Puddle, which is basically a NPC that has no form and casts no shadow. This null character can be used for many useful things, like a target for powers, a camera man, or as stand-in to tweak the alignment of bubble text (just make it talk instead of the actual character and position him around the same position after tweaking of course).
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I would LOVE to do Pulp stuff...but would it sell? That's the issue.
Doc Savage. The Shadow. Agent 13. *shudders* Such great potential from the Pulp world.
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Pulp would be sweet, either through a trip to the 1920's or maybe some pulp inspired zones: a China Town filled with Tsoo, or a Flying Fortress manned by Sky Raiders. -
Same here. What's an "Ancillary" Power?