Colored chat from macros?
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I've been away from CoH for a long time, and I come back to find that they've redone the text system.
I remember how you used to have to <color red><bgcolor black> before your chat to make it the colors you wanted. The annoying thing was binding your enter key to talk correctly. The cool thing seemed to be that you could have macros use those colors too.
Now my macros work anymore. They actually say "<color red><bgcolor black>Hello." when they should be saying "Hello." with red font and a black background.
Is there still a way to bind/macro chat in different colors?
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Yes there is a way, but personally, I wouldn't bother trying for a while.
They broke the system back an issue or two ago and its not quite fixed yet.
Even now when I make a new toon, and press 'f7' for the 'Ready' 'f6' for 'Run!' they're broken. They pop up with the actual code for the effect rather then the effect its self. And that's the default the devs put in there.
I have to then rebind these to take out the color codes so they are more easily read when I use them.
My point being, if you make your macro or keybinds today for color chat that works, (cuz you can do this and it will work) then come the day the devs fix what they broke, your macros and keybinds just might (and likely will) end up broken.
"The one thing that can stop a full team of MasterMinds dead in its tracks... a doorway!" --Frogfather
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Even now when I make a new toon, and press 'f7' for the 'Ready' 'f6' for 'Run!' they're broken. They pop up with the actual code for the effect rather then the effect its self. And that's the default the devs put in there.
I have to then rebind these to take out the color codes so they are more easily read when I use them.
[/ QUOTE ] You can fix the "Ready!" messages by doing the following:
/unbind F6
/unbind F7
/unbind F8
/unbind F9
That will reset them back to the client defaults and display with the correct colors. The only time those keys should be broken if you bound them yourself or ever did a /bindload with those keys in the text file. (Keep in mind that making a new character will also load your default keybinds.txt file, which will also break those keys if you don't remove them from the file beforehand.)
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Even now when I make a new toon, and press 'f7' for the 'Ready' 'f6' for 'Run!' they're broken. They pop up with the actual code for the effect rather then the effect its self. And that's the default the devs put in there.
I have to then rebind these to take out the color codes so they are more easily read when I use them.
[/ QUOTE ] You can fix the "Ready!" messages by doing the following:
/unbind F6
/unbind F7
/unbind F8
/unbind F9
That will reset them back to the client defaults and display with the correct colors. The only time those keys should be broken if you bound them yourself or ever did a /bindload with those keys in the text file. (Keep in mind that making a new character will also load your default keybinds.txt file, which will also break those keys if you don't remove them from the file beforehand.)
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I have never made any changes f6, f7, or f8. The only one I've ever changed was f9 to switch it from local to broadcast. (It never made sense to me why they would default the 'looking for team' call out to local since its something that would serve one better if it were in broadcast)
Anyway, the default code used by the devs to change text colors for f6, f7, and f8 just started to mess up out of the blue one day (can't remember exactly what day that was, but its been an issue release or two ago)
And where did my default keybinds.txt file come from? The default supplied from the game. I know I had to "Save Default" at some point, which I did. But only to make the change to that f9. The rest are the dev's default.
"The one thing that can stop a full team of MasterMinds dead in its tracks... a doorway!" --Frogfather
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I have never made any changes f6, f7, or f8. The only one I've ever changed was f9 to switch it from local to broadcast. (It never made sense to me why they would default the 'looking for team' call out to local since its something that would serve one better if it were in broadcast)
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If it defaulted to broadcast, then every trial account that hit that key would just get "You are not allowed to talk in this channel." or whatever the error message is.
That doesn't apply historically, but it does now.
@Roderick
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Even now when I make a new toon, and press 'f7' for the 'Ready' 'f6' for 'Run!' they're broken. They pop up with the actual code for the effect rather then the effect its self. And that's the default the devs put in there.
I have to then rebind these to take out the color codes so they are more easily read when I use them.
[/ QUOTE ] You can fix the "Ready!" messages by doing the following:
/unbind F6
/unbind F7
/unbind F8
/unbind F9
That will reset them back to the client defaults and display with the correct colors. The only time those keys should be broken if you bound them yourself or ever did a /bindload with those keys in the text file. (Keep in mind that making a new character will also load your default keybinds.txt file, which will also break those keys if you don't remove them from the file beforehand.)
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I have never made any changes f6, f7, or f8. The only one I've ever changed was f9 to switch it from local to broadcast. (It never made sense to me why they would default the 'looking for team' call out to local since its something that would serve one better if it were in broadcast)
Anyway, the default code used by the devs to change text colors for f6, f7, and f8 just started to mess up out of the blue one day (can't remember exactly what day that was, but its been an issue release or two ago)
And where did my default keybinds.txt file come from? The default supplied from the game. I know I had to "Save Default" at some point, which I did. But only to make the change to that f9. The rest are the dev's default.
[/ QUOTE ] When you hit "Save Default", all it does is copy your current character binds to a text file... ALL of them. It will still save the "dev defaults" like you said.. but it's loading those commands again later that will break the other keys, even if you didn't alter anything.
Like I said, an /unbind of that key will load the bind internally instead, and fix the keys. It's easier to just remove those keys from your keybind file so you wont have to bother with it.
And btw, this has been since i12 when the chat interface was first revamped to include the clickable text and colored names.
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I have never made any changes f6, f7, or f8. The only one I've ever changed was f9 to switch it from local to broadcast. (It never made sense to me why they would default the 'looking for team' call out to local since its something that would serve one better if it were in broadcast)
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If it defaulted to broadcast, then every trial account that hit that key would just get "You are not allowed to talk in this channel." or whatever the error message is.
That doesn't apply historically, but it does now.
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True, but it was defaulted to local since the beginning of the game, long before the Devs ever thought to limit Trial accounts. So, it still didn't make much sense.
But, I think it would be fine for a trial account to get that when they hit f7, a lil more incentive to upgrade to a full account. (a little)
But moot point. I got it fixed, I use text files to fix what the devs broke.
"The one thing that can stop a full team of MasterMinds dead in its tracks... a doorway!" --Frogfather
I've been away from CoH for a long time, and I come back to find that they've redone the text system.
I remember how you used to have to <color red><bgcolor black> before your chat to make it the colors you wanted. The annoying thing was binding your enter key to talk correctly. The cool thing seemed to be that you could have macros use those colors too.
Now my macros work anymore. They actually say "<color red><bgcolor black>Hello." when they should be saying "Hello." with red font and a black background.
Is there still a way to bind/macro chat in different colors?
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