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I vaguely remember something wrong with Tells after i12, but not quite to that extreme.. and if that bug came back again, I'm sure there'd be a dozen or so posts about it by now.
I'm sorry. I don't know why that would cause you to crash. All I can suggest right now is maybe do a "verify files" to see if it clears up. If not, post your CoH_Helper and HiJackThis results here and maybe we can see if there is something else odd going on. -
"Master-Bind" reporting for duty! (lol j.k)
For this, you have two options...
1.) Keep things similar to the way you have it, but enable both powers with a single press of "T":
/bind T "+$$powexectoggleon Sprint$$powexectoggleon Ninja Run"
On key/down, it will activate NR (which automatically turns off CJ).
(Key should be held long enough to ensure NR activates)
On key/up, it will activate Sprint.
Press G to disable both and enable CJ like you already have set up.
2.) OR.. use the same key (T) to toggle back and forth between "CJ" and "NR/Sprint" (without having to use "G" anymore!)
This would require bind files:
C:\binds\file0.txt
T "powexectoggleon Ninja Run$$bindloadfilesilent C:\binds\file1.txt
C:\binds\file1.txt
T "+$$powexectoggleon Sprint$$bindloadfilesilent C:\binds\file2.txt
C:\binds\file2.txt
T "powexectoggleoff Sprint$$powexectoggleon Combat Jumping$$bindloadfilesilent C:\binds\file0.txt"
Then initialize your key:
/bindloadfile C:\binds\file0.txt
On key/down, it will activate NR (which automatically turns off CJ), and load File1.
(Key should be held long enough to ensure NR activates)
On key/up, it will run File1.. which activates Sprint and loads File2.
The next press of the key will run File2, which will turn off Sprint and turn on CJ (which automatically turns off NR), then reset the key back to File0.
I just tested and verified that it works the way I describe.
(In this case, the "+" should NOT be placed in the first file or it will cause issues with the repeated cycling).
If that's not what you are looking for, or you need help with something else.. let me know and I'll try to come up with something that suits your needs. -
You took my answer!
A few of us still joke around to each other about that. Once in a while when a specific person dies on a TF, I tell them "See what happens when you click the glowie!?", even if there wasn't an objective involved. It's just bad karma that sticks with you. rofl -
Quote:Oh yeah. I forgot about the different text. Checking the toon above, it seems the Hero badges I earned do say "altered your powers" (in past tense), but the Villain badges specifically tell me to "Talk to Arbiter Lupin to use it".For the Hero respecs, the "earned the respec" badge has different text than the "used the respec" badge, so you can tell by that. The version that you get upon completing the trial talks about how your powers are fluctuating in the present tense, while the one that replaces it after you redeem the respec talks about how your powers were changed in the past tense. I've only ever run the Villain respec trial once, and redeemed it long ago, so I can't tell you about those for certain, but I'd bet they're the same as the Hero ones, with different text for both versions.
Since I already used all three to earn the Hero badges, the text either doesn't change at all, or it's the sideswitching that breaks the mechanic that changes the text. That's probably why that trick works. We are probably always re-awarded the new version of the badges when we finally use the respec. Since they were only originally programmed to remove the older version of the same-faction badges, the "unused" badges on the old faction still persist.
Crazy. -
Maybe the credit for that badge has been there for a while and it could just be coincidental that you didn't notice it until after you defeated that Mage.
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Basically, if you earned a Trial Respec but never used it, you will get the other badge if you switch sides and actually use the Trial Respec. You have to use up any free respecs before the trial respecs are redeemed and award the badge. Don't worry, any claimed veteran respecs are redeemed last, so you wont have to waste through them first.
As far as I know, there isn't any way to definitively tell if you've used your Trial Respecs already or not other than possibly seeing what the chat say when you log in (You have X unclaimed respecs available) and subtracting an unused free repec and any claimed Veteran respecs...
..but I wouldn't really worry too much about them though. As Ironblade said, we're all hoping they fix it at some point anyway.
In the meantime, I got "lucky" with this one simply because I have never performed a respec on her before. I was testing the method to get them from another thread, and got all 6:
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Quote:Gratz! Were you counting the time since she spawned, or just the time she was on the map? The time she is gone does not count. You may have had more time than you thought.Huzzah! Got this one last night. We didn't think we were gonna be able to defeat Battle Maiden in the 15 min. window. I think we got her at like, 14 mins. 58 seconds.
Muh first MO Badge! -
Gratz!
MB has one more to go.
Tabby and Robin on the other hand.. still have about 2 more to go each. I don't worry about getting them ASAP. I still play my main characters whenever the chance presents itself. I don't believe in keeping them offline just to earn credit for the badge. I'll always have to log out eventually, so they will be earned at some point regardless. -
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Just reporting that I've tried the things above, and am not crashing or experiencing any oddities... and this is coming from someody who has crashed on several occasions just by opening the Contacts window.
We'll probably need to gather more information about who is having the issue to come up with a reason why it's happening. -
I like this SF for shards for 2 reasons. One, you are guaranteed the Dimentional Keystone at the end (if you want it), and the ambushes in the last mission are definitely an excellent source of shards. Not only are the foes mostly Smashing/Lethal damage and easy to protect yourself against, but when done "correctly", it's a good solid 15-20 minutes of nonstop killing. More kills per minute = more chances at drops => more shards over the given timeframe.
Besides those two points, I agree with crayhal that there is nothing about the rest of the SF that makes it stand out as opposed to regular missions, but comparing it to other TFs.. I get about the same increased drop rate from a "kill-all ITF", which also offers Ancient Nictus Fragment at the end as well. -
I don't use them at all for various reasons.
1.) The playernotes are stored locally on your computer in the playernote.txt file, so I wouldn't even see the same notes when using a different computer. Not only that, but since the file is stored locally, it does not get automatically updated when people perform name changes.
2.) Since it was released, there has been an issue with names with spaces in them. Global names get mixed up, character names get separated as if they are 2 different characters, which causes ratings to not display correctly on those toons, and also for those rankings to display on the wrong characters. For Example, "Cool Dude" might not display his own ranking, but some random unrelated "Dude" could show it instead.
3.) When they were released, the various local files that are regularly changed by the user had a tendency to get corrupted and cause issues with game stability. I know the playerslot.txt issues were mostly fixed, and maybe the various playernote.txt issues have been too, but I probably still wont use the feature due to Reason #1.
I'm not saying the feature doesn't have it's good uses, but its just not fitting for me. I prefer to use the getglobalname command to find out who people are. I even have it bound to a key for quick use (getglobalname $target$$info). If I remember the name, then I already know what I'm getting into. If I don't remember the name.. well.. I give everybody a chance, and if you didn't do anything bad that made me remember you, it's worth giving you another chance anyway. lol -
I've used Diviner Maros on a Villain that freshly came from Heroside and had not done any other Villain content at that point.
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Quote:Like you said, Positron foes are only around lvl 15/16 and wouldn't drop shards regardless. That's why I was suggesting EX'ing to only lvl 48 and still fighting lvl 50 enemies... to see if you still lose the ability to get shard drops, even though you have it unlocked and are fighting lvl 50 enemies.Well no I don't think that would work. From what I understand if we exemplar down below 50 the Alpha slot shuts off and we lose all benefits it grants. So a 50 level exemplaring down to join a Posi 1 TF can expect to earn INF at the same rate as a 50 level but gets no shards since the enemies he is facing are, at beat, level 15-16. I sort of assume that includes Shard drops since we have to be 50 and have the slot open in order to get them.
Combined with other evidence, that would imply that you simply have to be fighting at level 50 and against an even con foe or greater to get shards, which shows that the enemy doesn't necessarily have to be lvl 50, which would prove that zone events could be a good source.
Quote:If the patch notes are accurate, a team running an ITF exemplared to 49 while still fighting 50+ enemies, should indeed still see Incarnate Shard drops.
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Either way.. even though we don't necessarily know for sure what is happening behind the scenes to allow shard drops during various zone events, we have pretty much shown the OP that people are certainly getting them, and not just from the EBs, so.. the more the merrier! lol -
Quote:I've tried that too. According to the wdw.txt file, there are two windows called pophelp and pophelptext.Is there maybe a /windowhide command for it, that will remove it for really?
I found out that using "/toggle pophelptext" will open a broken, empty header for a window, so that's most likely where the text goes when you click on an icon in the Pop Help. With nothing selected, it just displays a shell of a window.
As far as "pophelp" goes, nothing i have tried has worked. Nothing from toggle, hide, show, or even the windowscale command has any effect. I'll run /windownames later and see if it's on the list or what attributes it says it has.
I think my best bet for now is to simply hide it in the corner of the map instead. I'm less likely to click on it there. haha -
Quote:As I was preparing to make a video for this, I realized that you can actually move the Pop Help by dragging it. So for my purposes, I'm simply going to move it to a different spot like behind my map or something. At least it wont interfere with my vertical power tray anymore. lolMaybe I'll make use of fraps and show you what I mean... but that will have to wait until later tonight.
But this doesn't change the fact that the Pop Help option does not work correctly. It certainly hides the icons, but the invisible interface they are attached to is always there and obstructs the mouse when trying to click on something that's behind it. -
Maybe what we can conclude from this is that while playing at combat lvl 50, it simply checks if the foe cons white or greater to you?
Maybe the test for this would be for a lvl 50 to regularly EX down during a zone event and see if shards still drop. I'd theorize that you wont get the shards while EX'd, even though you are lvl 50 and fighting "GM code" foes.
Or an even better test.. Have a lvl 48 or 49 host an ITF at +2 so you'd be EX'd but still against lvl 50+ foes. If you don't get any shards the entire TF, the answer is clear. -
Quote:I agree. I have to re-click those options every day also. It will stick on a character only as long as my client is open. As soon as I am on a fresh client, I'll have to do it again. It seems the options are simply never saving to the character serverside for some reason.It seems you're lucky, Mandu, because you're the only person I've seen, in-game or on the forums, say that once they set that option, it sticks.
Quote:Which one are you disabling? There are two that mention Pop Help.
I have only had to disable the 'Pop Help' option, and it removes the ! on the side of the screen as well.
Maybe I'll make use of fraps and show you what I mean... but that will have to wait until later tonight. -
Quote:And I'll also note for the benefit of others that "/unbind <KEY>" does not necessarily clear a key's bind either, but sets the key to whatever the server default is for that key.That caused me all kinds of frustration until I figured out I'd have to either /unbind <KEY> or change it to "nop". Bleh.
Along those lines, I have the following in my keybinds.txt file:
F7 "unbind F7"
Reason being, the first press of the key automatically fixes it to display a green background instead of <bgcolor> code. -
Quote:Not for nothing, but...I'm not asking fellow players for help here. Just raising a pitiful flag to try and catch the attention of someone who can help... again, not a player.
City of Heroes Forums > English > Player Help > Player Questions
Got a Question? Get an answer! Players helping players find information related to CoH/CoV.
I hope your friend gets the account sorted out. -
I'm not sure if this really falls in your category, but one issue that's been annoying the heck out of me is the darned Pop help interface.
Yes, I know there are already options to disable the Pop help, but all it actually does is make the interface invisible. It's still on the screen and blocks other windows that might be "under" it.
For example, I have a vertical power tray on the right side of my screen for various temp powers, but clicking the powers does asolutely nothing because the invisible pop help is actually blocking them.. until I click higher above to bring focus to that window first.
Sorry.. I guess it's actually totally unrelated.. but it's just another minor annoyance that should have been fixed long ago and bugs me daily. lol -
It never happened to me personally either, but I figure it's worth a shot. When the text or interface becomes corrupted, verify the files. I couldn't say for certain if it's even related to the graphics card or updating drivers at all, but we've seen people in the past mention updates before it happened to them, so who knows.
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Quote:That's not necessarily true. You would probably just have to enhance the secondary effects of those powers to make their duration longer so that when you cast it the second time, it'll take effect.Thanks for the answer, so the controler is not so good after all.
That, or invite somebody along to help you.. even another controller. That would certainly help the effects stack better.