TheUnnamedOne

Legend
  • Posts

    256
  • Joined

  1. Just tried copying a couple of mine again and this time, the list shows those characters as "(copy in progress)" so maybe there's hope.

    Used the link that's NOT posted in the official instructions:

    http://boards.cityofheroes.com//charactercopy.php
  2. I wonder if it's as simple as the Devs have the Character Copy tool pointing to the Going Rogue test server by mistake...
  3. Quote:
    Originally Posted by Mattwo7 View Post
    Pfft FF officially sux for me. Some redirect bug to bad sites messed it up and even after uninstalling and re installing the bug still stuck...
    Something's stuck in your Firefox profile.

    Find your profile folder and delete it. It'll be in your %USERPROFILE% somewhere under the "Mozilla\Firefox\Profiles" folder. It's a folder and usually looks something like "3sfh215s.default".
  4. Quote:
    Originally Posted by Silencer7 View Post
    This seems pretty neat, but I have a couple questions (primarily since I haven't gotten to play with it myself yet.)'

    Will popmenu execute an entire command string with one click? Like, if I were to include a targeting function of some kind along with a power to use, that works in a single click like a bind would? (and is teamselect busted or did someone figure that out? I want to use it for ST buffs.)
    The commands put inside a Popmenu can be strung together just like any other bind or macro command and follows the exact same limitations as the others do.

    Zombie Man figured out a way to get around the TeamSelect limitations early in this thread. Basically you would create a Popmenu structure containing all the buffs you would want to use on a teammate and then you bind the "TeamSelect#" command and the PopMenu command strung together to a key. His example--that I use as well--is create the "BuffChoices.mnu" PopMenu file then bind it to the keypad numbers with teamselect:
    /bind keypad1 "TeamSelect1$$popmenu BuffChoices"
    /bind keypad2 "TeamSelect2$$popmenu BuffChoices"
    /bind keypad3 "TeamSelect3$$popmenu BuffChoices"
    etc...

    This way the bind key selects the teammate BEFORE the power selection even comes into play while still being really easy to perform.

    Quote:
    Is there any practical way to use it to string multiple powers together, or would you need to keep opening the context menu and clicking?
    Nope. The COH engine only allows ONE power activation per keypress, macro activation or menu choice. You can turn OFF any amount of powers you want with a single bind, macro or menu command though.

    However, you can include PopMenu commands INSIDE other PopMenu items. If you have a self-referencing PopMenu, i.e. a popmenu which part of the commands inside the menu is to open up the same popmenu again. If you made the "BuffMenu.mnu" PopMenu file, inside it you could include the commands:
    powexectoggleon POWER1$$popmenu BuffMenu
    powexectoggleon POWER2$$popmenu BuffMenu
    powexectoggleon POWER3$$popmenu BuffMenu
    etc...
    And each time you selected a power from that PopMenu, it would activate the power and then immediately open the same PopMenu again. To get the menu to stop doing this you would just click away from it or hit any key not on the menu.

    Earlier in the thread I showed how to do something like this with Kheldian human-form-only powers where you open a menu and it gives a list of human-form-only powers to choose from. When you click one of those powers, you change to human (turns off Form power) then activates the power you chose and then immediately activates another PopMenu giving you an option to activate Nova or Dwarf form.

    My Warshade rocks with this menu allowing him in the middle of combat to change to human, use the Stygian Circle power, and change back to Dwarf form in about 2 seconds with three simple keypresses.
  5. Quote:
    Originally Posted by Fleeting_Whisper View Post
    I'm afraid I don't know what you mean?
    The Aug 04 patch update had an update for the default quickchat menu. If you were using a custom quickchat menu, you wouldn't have noticed it in the game.

    It sounds like they rolled back the patch though so the new default menu may not be there anymore.
  6. Quote:
    Originally Posted by DarkGob View Post
    So glad the forums are back up. I was experimenting with popmenu during the downtime by viewing the Google cached version of this thread (or the first page of it, anyway), but my menu doesn't seem to be loading. I have the .mnu file in the appropriate folder, but when I do the command "/popmenu InspCombine" ingame nothing happens. I created and edited the .mnu file with the game client closed, I'm using the MenuName as the argument, but nothing happens.
    A few things to check when menus aren't popping up:
    • Double-check your menu structure again. I had a text error in the initial post about the folder pathing. The google cached version may not have refleced the edit. From the folder where you have CoX installed make sure your .MNU files are in the \data\texts\English\Menus folder. Make SURE you have the folders all spelled right. "texts" not "text" for example. This path will be different if you're not using the USA version. Find the appropriate folder for your language version inside your TEXTS folder.
    • Make sure you .MNU file starts with a comment on the very first line. There HAS to be // in column 1 of line one of every .MNU file.
    • Make sure you're using the top-level "Menu" title in the /popmenu command and NOT the .MNU's filename. Check for spelling mistakes here too.
    • Make sure all your opening and closing braces (i.e. curly brackets) { } are set right. Each "MENU" item needs an opening brace { and a closing brace }, including the first one so the final character of the file should be a } unless you have a comment at the end too.
  7. Interesting. In the game, since I started playing, I've always used this command for all my characters:
    Quote:
    /bind tilde follow
    But if I use /bindsavefile XXXXX.txt then inside the saved list of binds I see:
    Quote:
    ` "follow"
    Not sure if that helps you though.
  8. Hmm, something new to add...

    I just got done trying something I just thought of and it indeed works. Chained PopMenus!

    How does that work you ask?
    Quote:
    How does that work?
    Simple, just chain the POPMENU command for another menu inside the structure of the .MNU file for your first POPMENU.

    I was working on my Warshade's fast-form-switching to see if I could get a bit faster or a better chain of keys and had a brainstorm to simply have the first menu Option change to human form, activate my (human-form only) self-healing power then activate another PopMenu with options to choose a Warshade form power. This is what I came up with:

    This first PopMenu is bound to the "C" key on my keyboard (using /Bind C PopMenu WarshadeFastForm):
    Quote:
    // Fast Form Switching and Power Activation for Warshades Power Menu
    //
    Menu WarshadeFastForm
    {
    Option "Stygian Circle &1" "powexectoggleoff Black Dwarf$$powexectoggleoff Dark Nova$$powexecname Stygian Circle$$popmenu WarshadeFastSwitch"
    Option "Hasten &2" "powexectoggleoff Black Dwarf$$powexectoggleoff Dark Nova$$powexecname Hasten$$popmenu WarshadeFastSwitch"
    }
    And here's the second PopMenu that the first one activates:
    Quote:
    // Fast Form Switching and Power Activation for Warshades Form Switch Menu
    //
    Menu WarshadeFastSwitch
    {
    Option "Dark Nova &1" "powexectoggleon Dark Nova$$gototray 9"
    Option "Black Dwarf &2" "powexectoggleon Black Dwarf$$gototray 8"
    }
    Easy isn't it? Now in the heat of battle I simply hit C, 1, 1 and my Warshade takes human form, uses Stygian Circle to soak up HP and End from defeated enemies and then transforms into Nova form or I hit C, 1, 2 to have him take Dwarf form after healing. I don't even have to wait while hitting the keys since it's only two power activations and the Nova or Dwarf form change will queue up while the heal is taking effect. It only takes about half a second to hit the keys so I don't think I can get it any faster than that!!

    Also, another possibility for this type of chained menuing would be for creating a simple-to-activate Attack Chain for your offensive-type characters. If you use the same &hotkey for each menu item (like 1 or 2 or something else easy like that) you can just hit that same key repeatedly while your PopMenus handle the task of using the different powers in the order you want. One caveat to this is that ANY movement keys or mouse clicks of any kind--even targeting another enemy--will interrupt the menuing chain and make it go away and you'd have to start the chain over from scratch.

    Since we're talking about Attack Chains, another use comes up: Dual Blades' Combo attacks. Have an initial menu that lets you select which combo to use (of course you'd have the names AND effects of the combo listed in the PopMenu Option name!) and then each combo would have a series of PopMenu files that get called in order to perform the proper attacks in order to get the Combo Effect. If you miss, you can just hit anything besides a PopMenu key to cancel the PopMenu chain.

    [[Sometime later, after playing with PopMenus like I described above...]]
    The results are in!
    • The FastForm switching menus work AWESOMELY!
    • The Attack Chain menuing works good but the fact that if you hit ANYTHING else but a valid menu key (like targeting another enemy) makes it a little wonky.
    • The Dual Blade combo menus work only okay. Since timing is such a critical factor in Combos, it seems really easy to lose track and spoil the combo. I'm guessing a hotkey /binding method with changing the hotkey's powexecname command using /bindloadfile would work better since moving and targeting won't spoil the order of your attacks needed to complete the combo. I think I'll try a PopMenu Macro for initially selecting the Combo then switching to a /bindloadfile method to change the function of the hotkey used to pick the next attack power...
  9. I finished testing out my first run at a Menu set for Kheldian powers. I used to use a macro key for each one of these powers but the GOTOTRAY command seems to cause troubles with Macro buttons resulting in losing commands from the macro.

    Now that I have these PopMenu-ized, I don't have to worry about fixing my macros and I'm almost as fast with form switching with the menu as with separate buttons. I may change my own menu to use the 1-0 keys to help make it faster if it turns out a few extra half-seconds starts to matter.

    These menus assume you use your Human-form powers on Tray 1, your Nova Powers on Tray 9 and your Dwarf Powers on Tray 8. Change the respective "gototray" commands to match your own usage.

    Here's the one for Peacebringers:
    Quote:
    // Form Switching and Power Activation for Peacebringers
    //
    Menu PeacebringerPowers
    {
    Title "Peacebringer Powers"
    Divider
    Title "Forms"
    Option "&Bright Nova" "powexectoggleon Bright Nova$$gototray 9"
    Option "&White Dwarf" "powexectoggleon White Dwarf$$gototray 8"
    Option "&Light Form" "powexectoggleon Light Form$$gototray 1"
    Title "Toggles"
    Option "&Shining Shield" "powexectoggleoff White Dwarf$$powexectoggleoff Bright Nova$$powexectoggleon Shining Shield$$gototray 1"
    Option "&Thermal Shield" "powexectoggleoff White Dwarf$$powexectoggleoff Bright Nova$$powexectoggleon Thermal Shield$$gototray 1"
    Option "&Quantum Shield" "powexectoggleoff White Dwarf$$powexectoggleoff Bright Nova$$powexectoggleon Quantum Shield$$gototray 1"
    Title "Buffs"
    Option "&Hasten" "powexectoggleoff White Dwarf$$powexectoggleoff Bright Nova$$powexecname Hasten$$gototray 1"
    Option "&Essence Boost" "powexectoggleoff White Dwarf$$powexectoggleoff Bright Nova$$powexecname Essence Boost$$gototray 1"
    Title "Heals"
    Option "Re&form Essence" "powexectoggleoff White Dwarf$$powexectoggleoff Bright Nova$$powexecname Reform Essence$$gototray 1"
    Option "&Restore Essence" "powexectoggleoff White Dwarf$$powexectoggleoff Bright Nova$$powexecname Restore Essence$$gototray 1"
    }
    And here's one for Warshades:
    Quote:
    // Form Switching and Power Activation for Warshades
    //
    Menu WarshadePowers
    {
    Title "Warshade Powers"
    Divider
    Title "Forms"
    Option "&Dark Nova" "powexectoggleon Dark Nova$$gototray 9"
    Option "&Black Dwarf" "powexectoggleon Black Dwarf$$gototray 8"
    Title "Toggles"
    Option "&Orbiting Death" "powexectoggleoff Black Dwarf$$powexectoggleoff Dark Nova$$powexectoggleon Orbiting Death$$gototray 1"
    Option "&Gravity Shield" "powexectoggleoff Black Dwarf$$powexectoggleoff Dark Nova$$powexectoggleon Gravity Shield$$gototray 1"
    Option "&Penumbral Shield" "powexectoggleoff Black Dwarf$$powexectoggleoff Dark Nova$$powexectoggleon Penumbral Shield$$gototray 1"
    Option "&Twilight Shield" "powexectoggleoff Black Dwarf$$powexectoggleoff Dark Nova$$powexectoggleon Twilight Shield$$gototray 1"
    Option "&Shadow Cloak" "powexectoggleoff Black Dwarf$$powexectoggleoff Dark Nova$$powexectoggleon Shadow Cloak$$gototray 1"
    Option "&Nebulous Form" "powexectoggleoff Black Dwarf$$powexectoggleoff Dark Nova$$powexecname Nebulous Form$$gototray 1"
    Title "Buffs"
    Option "&Hasten" "powexectoggleoff Black Dwarf$$powexectoggleoff Dark Nova$$powexecname Hasten$$gototray 1"
    Title "Heals"
    Option "Stygian &Circle" "powexectoggleoff Black Dwarf$$powexectoggleoff Dark Nova$$powexecname Stygian Circle$$gototray 1"
    Option "Stygian &Return" "powexectoggleoff Black Dwarf$$powexectoggleoff Dark Nova$$powexecname Stygian Return$$gototray 1"
    }
  10. Quote:
    http://paragonwiki.com/wiki/Summon_Teammates from the level 20-25 Safeguard/Mayhem
    I wasn't going to put this one in since it's a time-limited power but then I realized how many characters I have with it and how long it lasts so I figured, why not.

    And of course I procrastinating too long to edit the post so you'll have to add this in at the bottom by yourself...
    Quote:
    // Summon Teammates from Safeguard/Mayhem Mission reward
    Option "S&ummon Teammates" "powexecname Summon Teammates"
  11. [ QUOTE ]
    Is it possible to have a macro do more than 1 command?

    Ie: "Summon_Pets" = summons my BattleBots, pauses while power completes, summons my ProtBots, pauses while power completes, summons AssaultBot.
    Basically so I can summon all my MM pets with 1 click.

    [/ QUOTE ]
    No, this isn't possible with the COH game engine. The COH engine and all of the internal macros by design can only activate one power per keypress or button click.

    You can easily make a PopMenu that can let you have all that in one Macro button but you'd have to use multiple keypresses or mouse clicks, once for each power.
  12. I just finished another idea... cleaning up and combining all the various reusable Teleport/Transporter/Portal powers from Veteran Rewards, Day Jobs, etc. into one Popmenu macro:

    Quote:
    // Teleportation, Transporter and Portal Powers
    //
    Menu TeleTransPortals
    {
    Option "&Base Teleporter" "powexecname Base Transporter"
    Option "&Mission Transporter" "powexecname Mission Transporter"
    Option "&Ouroboros Portal" "powexecname Ouroboros Portal"
    Option "Pocket D &VIP Pass" "powexecname Pocket D VIP Pass"
    Divider
    Option "&Purchased Auction Transporter" "powexecname Consignment House Transporter$$powexecname Black Market Transporter"
    Option "&Day Job Auction Teleporter" "powexecname Day Trader Teleporter$$powexecname Marketeer's Teleporter"
    Option "&Enhanced Day Job Auction Teleporter" "powexecname Enhanced Day Trader Teleporter$$powexecname Enhanced Marketeer's Teleporter"
    Divider
    Option "&Assemble the Team" "powexecname Assemble the Team"
    // Optional Power-based teleportation powers are below
    // Un-Comment the // Option line for any desired optional teletransportal powers below or make a slightly different .mnu files for these
    Divider
    // Recall Friend from Teleportation power set
    // Option "&Recall Friend" "powexecname Recall Friend"
    // Team Teleport from Teleportation power set
    // Option "&Team Teleport " "powexecname Team Teleport "
    // Shadow Recall from Warshade AT
    // Option "&Shadow Recall" "powexecname Shadow Recall"
    Create your macro button using this command after creating a new .MNU file:
    Quote:
    Macro TPs "popmenu TeleTransPortals"
    I made a few of these. One generic one with no extras with the default "TeleTransPortals" name, one for Teleporters called "TeleTransPortalsTeleporter" with Recall Friend and Team Teleport in it and one Warshades called "TeleTransPortalsWarshade" with Shadow Recall activated.

    I didn't include the regular Teleport power since it's not very functional to use it from a popmenu. I also didn't add any timed temporary ones or ones with charges that weren't readily refillable. Did I miss any other Teleport Powers?

    EDIT
    Quote:
    From Kheldarn:
    You forgot the Enhanced Hero Day Job WW TP, and the stuff for Villains.
    Edited that into the menu file code above. I think I got a good work-around so the same file works for both hero and villain market teleporters!

    REEDIT
    Removed excessive tabs to cut down on the width to prevent horizontal wrapping
  13. [ QUOTE ]
    Just off the top of my head, wouldn't it work the other way, using a bind to select a player and popping a menu with the choice of buff? So that hitting the keypad 1 is /bind keypad1 "TeamSelect1$$popmenu BuffChoices", and then that pops up a menu where you can choose Heal or Fortitude or so on? Then /bind keypad2 "TeamSelect2$$popmenu BuffChoices" and so on.

    With a teamselect bind you can also use the submenus to popup varying dialogs for certain powers. So, after hitting Keypad2 for the second teammate, you then hit "R" for Recall friend and then you have a list of Recalls with different texts...

    Recall Friend$$team I'm teleporting you, $target, to my location.
    Recall Friend$$team Found our objective, teleporting $target.
    Recall Friend$$team Heads up, $target, you're about to thumb your nose at the time-space continuum.
    Recall Friend$$tell $target, Incoming TP!

    [/ QUOTE ]
    You're the man!

    This works great for my Buffers. I bound the numpad keys to select the Teammate of the same number and it pops up the menu for the list of buffs available! Now I just have to finish the new menus and submenus...

    I still wish someone could figure out how to get the menu to recognize the numberpad keys to select a menu item. *hint, hint*
  14. [ QUOTE ]
    [ QUOTE ]
    it's the texts that was tripping me up, it seems.

    [/ QUOTE ]
    Same here. The OP just shows \text\, but the wiki entry Zombie_Man posted has the correct \texts\. After I found that, it works like a charm.

    [/ QUOTE ]
    Just got back from a long vacation the other day so I had to get Niv to help me fix the typo but it should now be correct in the original post. Thanks for catching that!
  15. [ QUOTE ]
    OK, how about placing the bind files into the main CoH folder, so that it's just bindloadfile itfmenu.txt instead of bindloadfile c:\binds\itfmenu.txt?

    [/ QUOTE ]
    After playing with POPMENU and adding a DATA folder into my COH folder structure, I've noticed that the default folder for bind files (saving or loading) is the DATA folder (if it exists), not the main COH folder. On my computer, I've relocated all my bind files to "C:\Games\COH\Data" and I can load them just by typing BINDLOADFILE HERO1BINDS.TXT.

    [ QUOTE ]
    Edit: Fail yet again. Binds still do not function after loading. Again chat states the file loaded properly, testing and saving the binds out to a temp file show that it did not.

    [/ QUOTE ]
    I tried a very simple menu with a BINDLOADFILE command also and was able to get it to work, sort of. Oddly though, the FIRST time I loaded COH after creating the menu file and the bind file, I ran the menu and the bound key did NOT work. After exiting and restarting COH another time the bound key seemed to work like it should have. I unbound the key and then tried the POPMENU-loaded Bind file again and got the same results: Key did not work but did AFTER I exited and restarted COH.

    It appears that if you use a BINDLOADFILE command in a menu then the bound keys will NOT take effect until after you exit and restart COH. Unfortunately, that's probably not going to work for what you had in mind.

    Also unfortunately, the POPMENU command is somewhat unsupported so we're at the mercy of the UI as it is now unless we can snare a developer into helping out "off the record".

    Also, don't forget that you cannot nest quotes in a Menu. That means that the BIND command won't often work for anything complicated in a menu since the bind command requires quotes around many command strings.

    With the flexibility of the Menu structure though, you should be able to just make a complicated menu containing all the commands you want and then just activate the proper one using the POPMENU command to load the .mnu file for the right taskforce.
  16. Quote:
    OP Question: I see in the guide where you have the pic of the robotics mm popmenu. Are the numbers alternate triggers that may be used instead of clicking on the item in the menu? If so, can you use any of the triggers that CoH recognizes in popmenu files?

    I play almost exclusively with keyboard. Thinking of doing something like using a keybind to pop a menu, then pressing a trigger to have it use the command within the menu.

    Thanks!
    Quote:
    The white letters/numbers are hotkeys. You can use any character once per menu.

    Menu "Example"
    {
    Option "&1 Do something" "something"
    Option "&2 Something else" "Something else"
    }

    If the "/popmenu example" is up you can select which thing on pressing 1 or 2.
    Exactly! You can pick whatever you want as the Hotkey by using the character you want and putting a & in front of it. You should also be able to use hotkeys for submenus as well so you could have multiple levels of menus accessible by a keybind and then just hotkey through the submenus until you get to the power you want.

    Unfortunately, it looks like "&1" and other number hotkeys only work for the top row numbers on the keyboard and NOT the number pad numbers. Anyone figured out how to use the number pad numbers for the hotkeys?
  17. Back again? Ready to see what we can do? Okay, here's a sample of what POPMENU Macros can do:

    I've replaced SIX of my Robot/Dark MM's pet buttons with a single Macro that loads this simple menu file:
    Quote:
    // POPMENU File for level 50 Robots/Dark Mastermind's "Summon Pets" pop-up menu
    //
    Menu "RobotAndDarkPets"
    {
    Title "Summon Pets"
    Option "Assault Bot &1" "powexecname Assault Bot"
    Option "Protector Bots &2" "powexecname Protector Bots"
    Option "Battle Drones &3" "powexecname Battle Drones"
    Option "Dark Servant &4" "powexecname Dark Servant"
    Divider
    Title "Pet Buffs"
    Option "Equip Robot &5" "powexecname Equip Robot"
    Option "Upgrade Robot &6" "powexecname Upgrade Robot"
    }
    And it shows up like this picture when I click the macro button. Pretty nifty eh? I can get rid of the six power icons to the right of that Macro Button because they're all included in that one popmenu! Also, as you can see in the picture, the Top Left corner of the pop-up menu is positioned at the current cursor position when activated. If the menu was longer than the space below it, the Top Left corner of the menu would rise up to allow the entire menu to be visible without getting cut off at the bottom of the screen. This is great for Macros in your power tray. In the picture I raised up my power bar to make it easier to get a screenshot with the menu in place but when my power bar is even with the bottom of the screen, the menu items are even closer to my cursor because the menu position moves upwards so that it doesn't "fall off" the bottom of the screen. All pop-up menu items are always on-screen and the menu will move itself to fit.

    A few notes on the Menu (.mnu) file code shown above:
    • The two lines at the top of the list starting with double frontslashes are comments. It has been determined by a couple people in FW's post that there must be some kind of lines ending in carriage-returns at the top of the file before the first "Menu" entry. Might as well make a few comments ( //Whatever...) describing the file.
    • The top-level "Menu" name has no spaces in it to make the MACRO command work right the first time. /MACRO "PETS" "POPMENU ROBOTSANDDARKPETS" will make a working button. If there were spaces in the Menu name "Robots and Dark Pets" then I'd have to make the macro button then EDIT it and add in the quotes to make the POPMENU command work properly with Quote Marks around the Menu Name: POPMENU "Robots and Dark Pets". It works fine, there's just an extra step when you add spaces in the Menu Name and it reallly has NO effect on the functioning of the menu anyway so you might as well just not have spaces.
    • As per FW's guide, the & symbol makes the NEXT character be the "Hotkey" when the PopMenu is opened. I can click the "Pets" Macro Button and then either click the "Assault Bot" item or hit my "1" key to activate the power. Flexibility is nice!
    Another idea I have and I'm going to end here so I can go do it is to make a "Toggle" Macro Button for my characters with a lot of Toggle Powers (I'm looking at YOU Willpower!!!). This menu would have EVERY Defensive Toggle in the list as a simple "powexecname <TOGGLENAME>" so that I can have one button with a menu to turn them all on and an item at the bottom to "powexectoggleoff <Toggle1>$$powexectoggleoff <Toggle2>$$powexectoggleoff <Toggle3>$$....etc."

    Okay, let's hear what you guys can come up with! I just wish the "TeamSelect$$Powexec" combination would work properly so that my Support Characters could have one button for each of their buffs that would open a menu with the choice for casting it on each of the eight Teammates!
  18. Back already? You must be a fast reader!

    So now that you can customize your QuickChat menu with a QUICKCHAT.MNU file in the right location, you may ask "Why do I want to use the /POPMENU command?" Go ahead, I said you can ask!

    Quote:
    "Why do I want to use the /POPMENU command?"
    The answer is simple. Macros! Macros that make Power Tray Buttons have built-in menus! For example, a macro button that can let you click on a single button in your power tray to give you access to ALL of your Mastermind's Pet powers! The options are fairly endless and only limited by the functionality of the Command Interpreter. Since the /POPMENU command pops up the menu right where your mouse cursor happens to be, if you click a Macro that has a proper /POPMENU command, then the menu will be right on top of that power bar button and ready for the specific options to be clicked.

    Before we get too far, lets go over some rules of the POPMENU command, the menu structure and how CityofHeroes.exe interprets the menus. Yeah, I know, rules bite but I didn't make them so we have to deal with them.

    • The POPMENU command puts the pop-up menu right under your cursor. This makes it awesomely appropriate to having customized Powerbar buttons with integrated menus.
    • To make customized Popup Menus, you have to have the proper folder structure and a few properly formated Menu (.mnu) files. To sum this up from FW's Guide, you need a "Data\Texts\English\Menus\" folder underneath the folder where you have CityOfHeroes.exe. This is where you have to store your Menu (.mnu) text files filled with a properly formatted menu structure and commands.
    • Menu names used by the POPMENU command are determined by the top-level "Menu" entry INSIDE the file, NOT what the Menu (.mnu) file is named. This is very important! To load my custom popup menu shown in the next post into a macro button, after you created the Menu (.mnu) file named "{whateveryouwant}.mnu" with the Top-Level Menu label of "RobotsAndDarkPets" you would create the Macro button with this command:
      Quote:
      Macro "Pets" "popmenu RobotAndDarkPets"
    • The Macro command can only accept 2 arguments; The name of the Macro Button and the Command String to execute. The command string MUST have quote marks around it if there are ANY spaces in the command string. Since a Top-Level Menu Name CAN have spaces in the title, this puts a cramp in the Macro command. The CityOfHeroes command interpreter can only understand ONE set of quote marks. Of course, you can use the Macro command and then go back and manually edit the Macro Button to put the quote marks in but since it really doesn't matter what the Name of the Menu is, I just scrunch them all together without quote marks for ease of applying the Macro command.
    • Menu (.mnu) files are parsed (loaded into memory) when the CityOfHeroes.exe program is loaded. This means you cannot create or edit them on the fly. You MUST completely exit the game and reload it for the new menu to take effect.
    So now let's begin! What's that? Did you forget how to make a menu file already? Go back and review Fleeting_Whisper's Guide to Customizing the Quickchat Menu . That's okay, I'll wait for you.
  19. Hey everyone! Thanks to Fleeting_Whisper's work here (with an assist from Stargazer) I've made a related Guide to using the POPMENU command that expands on the functionality of the Custom Menu (.mnu) files to make some really cool Power Bar macro buttons.

    Check it out here: The magic of the POPMENU Command
  20. There's a very cool undocumented and unsupported feature in City of Heroes/Villains: Customized Popup Menus! I did not find this and I have to give credit to Fleeting_Whisper and his awesome Guide to Customizing the QuickChat Menu and where ever he got his info from. Also a big "Thanks!" to Stargazer for bringing up the POPMENU command in that post so that I could explore it more.

    First, everything technical I'm going to mention here, follows the EXACT same file syntax as FW's guide so just go there to get the layout of the Menu (.mnu) Files and come back when you're done to see how the /POPMENU command can expand on the functionality.
  21. [ QUOTE ]
    Has anyone figured out how we can include a nested quoted command within the quoted Option definition?

    [/ QUOTE ]
    Wow, that's annoying. I'm usually pretty good at figuring out things like this for scripting and batch files but everything I've tried has failed.

    Doesn't Work:
    <font class="small">Code:[/color]<hr /><pre>Option "GC Chat" "beginchat /send """"Global Chat"""" " (Quadruple Quote Marks like programming embedded quotes)
    Option "GC Chat" "beginchat /send &amp;#34;Global Chat&amp;#34; " (HTML-style Quote Mark Decimal value)
    Option "GC Chat" "beginchat /send &amp;#x22;Global Chat&amp;#x22; " (HTML-style Quote Mark Hexadecimal value)
    Option "GC Chat" "beginchat /send &amp;quot;Global Chat&amp;quot; " (HTML-style Quote Mark Name value)
    Option "GC Chat" "beginchat /send ""Global Chat"" " (Double Quote Marks)
    Option "GC Chat" "beginchat /send """Global Chat""" " (Triple Quote Marks)
    Option "GC Chat" "beginchat /send \"Global Chat\" " (Slant-Escaped Quote Mark)
    Option "GC Chat" "beginchat /send ^"Global Chat^" " (Caret-Escaped Quote Mark)
    Option "GC Chat" "beginchat /send $"Global Chat$" " (Dollar-Escaped Quote Mark)
    Option "GC Chat" "beginchat /send ''Global Chat'' " (Double Single-Quote Marks
    Option "GC Chat" "beginchat /send “Global Chat” " (Word-style opening and closing Quote Marks)</pre><hr />
    I'm going to guess that either the Menu file parser can't understand nested Quote Marks to pass them to the command line or else there's some other freaky way of telling it to do it that the Devs would have to clue us in on. Is there even an escape character in their command parser?

    I was almost positive that one of the HTML-style quote would work since other parts of the chat interface use HTML encoding and interestingly enough, if you use a % symbol in your chat and then cursor up in your chat to scroll back, it will show a "&amp;#37;" but unfortunately, the Quotation Mark (&amp;#34 doesn't work the same way.

    I would even have bet that the Quadruple-quotes would have worked as well since that's a fairly common practice in programming and scripting languages to embed an actual quotation mark inside a string value.
  22. Quote:
    You have to create the entire folder "path" as well, if you don't have them.
    Drop into a command prompt:
    Assuming your City of Heroes is in the default location, you would need to do this:
    <font class="small">Code:[/color]<hr /><pre>
    lots of stuff
    </pre><hr />
    Let's make this easier on us English speaking players. Here's a single line command (albeit an fairly Cryptic one ) that you can use from the "Start" button then the "Run" command to read the installation folder from the registry and then create the proper folder structure for the English version of the game:
    Code:
    CMD /C FOR /F "tokens=3* delims= " %A IN ('REG QUERY HKCU\Software\Cryptic\Coh /v "Installation Directory"') DO MD %B\data\texts\English\Menus\
    If I could figure out the "Locale" values for the different versions of the game, I could create a batch file that does that part automatically too but it wouldn't be a one line command. If anyone thinks that it's worth doing and has a non-English version of the game, post the language and the Value for the "HKey_Current_User\Software\Cryptic\COH\Locale " registry key.

    If not, I'm going to go start customizing my new menus! Thanks Fleeting_Whisper and all you other contributors!
  23. That's an awesome job!!!

    One question...

    How do you make the items stack and "float" like that? I've had some ideas for other things and I can't do them unless I can get things to stack but they don't cooperate with me.
  24. According to the new Official Giant Monsters Guide the timer for Paladin Construction sites is 1 minute to 36 hours.

    I've often wondered about this as I've seen Giant Monsters respawn almost immediately after killing them more than once. The first time, about a year and a half ago, we just got finished defeating Adamastor and another group shows up all upset that they missed him and *POP* there he is again, just a short bit after the old body disapeard.
  25. [ QUOTE ]
    Actually, you should find a level 53 Guide. It doesn't matter what level you are, the one-shot code will prevent you from dying. For example, a level 32 char only has around 800 HP, they get hit for around 2500, but they survive and end up with 1 HP.

    [/ QUOTE ]
    I'm sure this has occurred to someone but if you have only 800hp but get hit for 2500hp and wind up with only 1hp do you get credit for taking 2500hp damage or for taking 799hp damage?