The magic of the POPMENU command
I thought so, that was what I was finding with my own experimenting, but figured I'd ask to see if anyone managed a workaround. Thanks for the response!
You're welcome.
Sadly, /popmenu isn't officially supported, so we have to guess a lot of things, and work around limitations. We keep hoping that it'll be come supported one day...
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...They don't support their own slash command? What?
"You don't lose levels. You don't have equipment to wear out, repair, or lose, or that anyone can steal from you. About the only thing lighter than debt they could do is have an NPC walk by, point and laugh before you can go to the hospital or base." -Memphis_Bill
We will honor the past, and fight to the last, it will be a good way to die...
Nope. Technically, I don't think we're supposed to have access to /popmenu to begin with. As far as I can tell, I think it was overlooked when they were flagging commands not available on normal accounts, and was pretty much missed until this thread came along.
Since then, they've just left it there, though they did update the Quickchat menu some time before GR.
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I'm updating my badge popmenu with all the new badges and can't figure out the badge identifier for the new DA day job. I've tried several incarnations but none have worked. Anyone figured it out yet? All the lists I've looked at haven't been updated recently. Any help would be great.
Badge-Hunter: @Dogma
CIT: @Dogma
XFire: BrckaLo
Playfire: BrckaLo
GamerDNA: CoHDogma
At the risk of necro'ing the thread, has anyone run into an upper limit on the size of the .mnu files?
I tried to put ALL my trial popmenus into one large file. (I've been working for a month or so on this, thanks everyone for your help). I just hit a wall where nothing past this point would work no matter what I tried.
I found a workaround, and things are going fine, I just found it interesting.
"Can play" is not a binary. It's a float.
There are some pretty low values of "can play" out there.
--Fulmens
The truth will set you free, but first it will piss you off
At the risk of necro'ing the thread, has anyone run into an upper limit on the size of the .mnu files?
I tried to put ALL my trial popmenus into one large file. (I've been working for a month or so on this, thanks everyone for your help). I just hit a wall where nothing past this point would work no matter what I tried. I found a workaround, and things are going fine, I just found it interesting. |
I'll have to try my large scale test (1409 lines, 1 popmenu with 36 sub-menus with 36 options each) again, as I just noticed it had a formatting problem.
Triumph: White Succubus: 50 Ill/Emp/PF Snow Globe: 50 Ice/FF/Ice Strobe: 50 PB Shi Otomi: 50 Ninja/Ninjistu/GW Stalker My other characters
I do not believe there is a limit at all. If so it is absurdly high.
I am currently working on a massive updated menu, and it's current line count is 1,118,095 lines and it opens up just fine. Granted it is 5 different menus in the same file, but the largest of these is still sitting at 513,656 lines.
And for those wondering about game impact with such menus/help files... 0 impact at all.
513,656 lines long? What is it for?
Triumph: White Succubus: 50 Ill/Emp/PF Snow Globe: 50 Ice/FF/Ice Strobe: 50 PB Shi Otomi: 50 Ninja/Ninjistu/GW Stalker My other characters
It's a listing (mostly information) of quite a bit of things. I'm also adding it to a help file, but the popmenu is for those that prefer popmenu over help.
It's the standard badge reporter combined with information about the individual zones (contact locations, what stores sell what, info on the various mobs in the zone and the levels, as well as a breakdown on the different story arcs and badges that can be gained in each zone) Basically you can just look at an entry and see if this zone is "complete or not".
Each contact listed will also have a breakdown of the arcs they provide, souvenirs they grant, badges, and a small break down of each mission in the arc. It will also list who introduces them and who they introduced. If they are unlockable, it will show you if you have or have not unlocked them.
Each Story arc will provide merits returned, missions in the arc, and the rewards that can be gained.
Task forces will do the same as story arcs, plus give a general strategy for getting whatever badges there are. (Master Of on trials for example)
Like I said, it's mostly geared towards a help file, but I'm implementing it via popmenu as well.
I've already got zone info, contacts, and Hero side story arcs mostly done, just need to finish the rest. I'm thinking maybe a week and half from now.
It's a listing (mostly information) of quite a bit of things. I'm also adding it to a help file, but the popmenu is for those that prefer popmenu over help.
It's the standard badge reporter combined with information about the individual zones (contact locations, what stores sell what, info on the various mobs in the zone and the levels, as well as a breakdown on the different story arcs and badges that can be gained in each zone) Basically you can just look at an entry and see if this zone is "complete or not". Each contact listed will also have a breakdown of the arcs they provide, souvenirs they grant, badges, and a small break down of each mission in the arc. It will also list who introduces them and who they introduced. If they are unlockable, it will show you if you have or have not unlocked them. Each Story arc will provide merits returned, missions in the arc, and the rewards that can be gained. Task forces will do the same as story arcs, plus give a general strategy for getting whatever badges there are. (Master Of on trials for example) Like I said, it's mostly geared towards a help file, but I'm implementing it via popmenu as well. I've already got zone info, contacts, and Hero side story arcs mostly done, just need to finish the rest. I'm thinking maybe a week and half from now. |
It's pretty awesome.
Issue 24 PPM Calculator // The Great Makeover: The Vindicators
Love this. I've been a keybind nut forever and this should help to reduce my workload immensely. On a side note, I kept noticing that people said you can't activate two powers with one keystroke. Au contraire. Try this as a counter example.
NUMPAD2 "powexecname Power Build Up$$powexecauto Accelerate Metabolism"
This is how I used to fire off my boosted AM.
Yup, that's about the only workaround for the 'two power' issue I've ever seen. You have to be careful, though, as using auto'd powers has a couple of potential pitfalls.
One is the potential for unintended power activations. If the power you're autoing has a short recharge, or if you neglect to un-auto it, it could fire again when you don't want it to, with all of the usual problems that could cause.
The other is if you're already trying to auto something else. For instance, in the example of a rad character using this for AM, I'd almost certainly want to have hasten on auto for such a character. If you want to use this trick while still autoing something else, you'd have to get clever.
It strikes me that you ought to be able to do something here with bindloadfilesilent and the movement keys. I haven't tried it myself, yet, but something along the lines of:
/bind NUMPAD2 "bindloadfilesilent hastenauto.txt$$powexecname Power Build Up$$powexecauto Accelerate Metabolism"
where 'hastenauto.txt' binds the movement keys to something like:
/bind w "+forward$$powexec_auto Hasten$$bindloadfilesilent normal.txt"
and 'normal.txt' rebinds the movement keys to their normal values as:
/bind w "+forward"
The general idea being, the first time you hit any movement key after you use your 'two powers with one keypress' bind, it re-autos whatever long-recharge power you previously had on auto. If you weren't previously using the autopower for anything, then it gets simpler - you don't need to mess around with any bind files, just rebind the movement keys to something like:
/bind w "+forward$$powexecauto"
which, if I'm interpreting things correctly, should clear any auto'd power. In either case, since you're presumably using your movement keys almost constantly, the auto ring will either be cleared or reset to the appropriate power long before using it in the 'two powers' trick has a chance to screw anything up.
@MuonNeutrino
Student, Gamer, Altaholic, and future Astronomer.
This is what it means to be a tank!
Just to clarify my previous post on popmenu size limits.
Popmenu it self does not have a size limit.
I have a popmenu with the following stats:
1,432,325 Lines
189,087 Submenus
440,937 Options
385,163 Locked Options
49 Megs
And the menu opens and displays fine.
Multiple times opening though, that's when issues arise. When opening popmenus, memory is not released after they close down. The result is that opening absurdly large menus will result in client crashes quickly due to Out Of Memory errors.
For the most part, make the popmenus as large as you wish, and you will be fine.
Sorry, but no. Unlike binds, which use a key by a specified name, popmenu uses the & to set the letter after it as the accelerator, so there's no way to specify NUMPAD1 instead of 1.
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