The magic of the POPMENU command


Aggelakis

 

Posted

My binds sit in C:\Binds\. I think I'll keep 'em there. I don't like that they don't have their own directory in the CoH directory.



[ QUOTE ]
So this saves me 3 key presses

[/ QUOTE ]
3? Enter, /bindloadfile command, and Enter again? *shrugs* On a new character, I have to do that once, but after that, it's only one keypress for me to reload my binds. I always have L set to /bindloadfile "C:\Binds\[CHARNAME].txt" $$ em thumbsup". I press L, binds are reloaded, and I get a visual that they did indeed load.

At one point, I tried having the default bind for L be /bindloadfile "C:\Binds\$name.txt" but that never worked. Such a good idea, too. *sigh* Ah well!



Now if we can just figure out how to get quotes working in /popmenu so that we can set up a /popmenu for chatting in the various channels...




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Posted

[ 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!


 

Posted

[ 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*


 

Posted

Oh, My! VERY NICE. I'm glad I noticed this post, if belatedly.


 

Posted

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


 

Posted

[ QUOTE ]
Did I miss any other Teleport Powers?

[/ QUOTE ]

Yes.

You forgot the Enhanced Hero Day Job WW TP, and the stuff for Villains.

Enhanced Day Trader Teleporter - powexecname Enhanced Day Trader Teleporter
Black Market Transporter - powexecname Black Market Transporter
Marketeer's Teleporter - powexecname Marketeer's Teleporter
Ehanced Marketeer's Teleporter - powexecname Enhanced Marketeer's Teleporter




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Posted

WOW this is great !!! .
Im at work at the moment so cant try out something ive been thinking about for ages.

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.


 

Posted

[ 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.


 

Posted

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"


 

Posted

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"
}


 

Posted

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...


 

Posted

I'm simply replying because that's the only way I know how to add a thread to favorites.


 

Posted

I came up with a similar teleporter popmenu to the one earlier in the thread, only this one is a zone-teleport menu.

For Heroes:

Code:
Menu "TeleportersH"
{	
	Title "Teleport to..."
	Divider
	Option "&Ouroboros Citadel" "powexecname Ouroboros Portal"
	Option "&Supergroup Base" "powexecname Base Transporter$$powexecname Base Teleporter"
	Option "&Pocket D" "powexecname Pocket D VIP Pass"
	Option "&Wentworth's" "powexecname Consignment House Transporter$$powexecname Day Trader Teleporter$$powexecname Enhanced Day Trader Teleporter"
	Option "&Active Mission" "powexecname Mission Transporter"
}
And Villains:
Code:
Menu "TeleportersV"
{	
	Title "Teleport to..."
	Divider
	Option "&Ouroboros Citadel" "powexecname Ouroboros Portal"
	Option "&Supergroup Base" "powexecname Base Transporter$$powexecname Base Teleporter"
	Option "&Pocket D" "powexecname Pocket D VIP Pass"
	Option "&Black Market" "powexecname Black Market Transporter$$powexecname Marketeer's Teleporter$$powexecname Accelerated Marketeer's Teleporter"
	Option "&Active Mission" "powexecname Mission Transporter"
}
This one combines the three different BM/WW teleporters into one entry on the menu and teleports you there using the
best available transporter. Its priorities go Day Job+Badge power -> Day Job power -> Purchased power. It does the same
for the Vet/Day Job SG Base teleporters as well.

In a similar vein, I've made menu entries for the Veteran Non-Combat and Buff pets. You can use the exact same popmenu
for every character you have, and it'll summon whichever Buff or Non-Combat pet you chose on that character.

Code:
Option "&Non-Combat Pet" "powexecname Clockwork Pet$$powexecname Demon Pet$$powexecname Redcap Pet$$powexecname Rikti Pet$$powexecname Mekman Pet"
Option "&Buff Pet" "powexecname Light Fairy Pet$$powexecname Dark Fairy Pet$$powexecname Power Oscillator Pet$$powexecname Blue Wisp Pet$$powexecname Red Wisp Pet$$powexecname Shield Drone Pet$$powexecname Power Drone Pet$$powexecname Shield Oscillator Pet"


Issue 16 made me feel like this.
Warning: This poster likes to play Devil's Advocate.

 

Posted

[ QUOTE ]
Option "&Supergroup Base" "powexecname Base Transporter$$Base Teleporter"

[/ QUOTE ]You forgot the powexecname before "Base Teleporter" ("$$powexecname Base Teleporter")


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Quote:
Originally Posted by Dispari View Post
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Posted

[ QUOTE ]
Its priorities go Day Job+Badge power > Day Job power > Purchased power. It does the same for the Vet/Day Job SG Base teleporters as well.

[/ QUOTE ]

Actually, the other way around. You want to use the one that's infinitely renewable first before you use the one with limited charges.


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Posted

If you feel that way you can change it, but the menu item as I posted it uses that order. I like using the Enhanced/Accelerated transporters first because you can teleport back to the market again in 5 minutes instead of 30.


Issue 16 made me feel like this.
Warning: This poster likes to play Devil's Advocate.

 

Posted

Right.

But let's say you TP to base 4 times in under 20 minutes: My way would use the Purchased TPer first, and then 3 charges of the Day Job TPer. Your way would use up four charges of the Day Job TPer and leave the Purchased TPer unused.

Or let's say in the course of an evening you TP to base 4 times spread out an hour intervals: My way would use the Purchased TPer all four times. Your way would use up four charges of the Day Jop Tper and leave the Purchased TPer unused.

You way uses up limited charges first. I'm not saying you have to change your way, I'm just saying it's illogical.


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Posted

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.


"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...

 

Posted

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.


 

Posted

Still doesn't seem to be working, although I was missing the comment on the first line, I didn't know about that. (I should mention, I made this edit out of game, I am aware of the fact that you can't do .mnu editing on the fly while in-game.)

Here's my .mnu file.

Quote:
//Combining inspirations
Menu "InspCombine"
{
Title "InspCombine Blue"
Option "Tier &1" "insp_combine "Insight" "Catch a Breath"$$insp_combine "Enrage" "Catch a Breath"$$insp_combine "Luck" "Catch a Breath"$$insp_combine "Respite" "Catch a Breath"$$insp_combine "Sturdy" "Catch a Breath""
Option "Tier &2" "insp_combine "Keen Insight" "Take a Breather"$$insp_combine "Focused Rage" "Take a Breather"$$insp_combine "Good Luck" "Take a Breather"$$insp_combine "Dramatic Improvement" "Take a Breather"$$insp_combine "Rugged" "Take a Breather""
Option "Tier &3" "insp_combine "Uncanny Insight" "Second Wind"$$insp_combine "Righteous Rage" "Second Wind"$$insp_combine "Phenomenal Luck" "Second Wind"$$insp_combine "Resurgence" "Second Wind"$$insp_combine "Robust" "Second Wind""
Option "Break Free (&4)" "insp_combine "Break Free" "Catch a Breath"$$insp_combine "Emerge" "Take a Breather"$$insp_combine "Escape" "Second Wind""
Option "Remove Awakens (&5)" "insp_delete "Awaken"$$insp_delete "Bounce Back"$$insp_delete "Restoration""
}
As I said in my last post, the command I'm using is /popmenu InspCombine, using the defined name of the Menu as opposed to the filename.


"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...

 

Posted

MNU files don't like quotes inside the Option commands; you've got quotes around every inspiration name.


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Posted

Quote:
Originally Posted by Fleeting_Whisper View Post
MNU files don't like quotes inside the Option commands; you've got quotes around every inspiration name.
Not in game ATM but from recollection if you have spaces in a name the command breaks in popmenu... however if you replace the spaces with underscores '_' that should work.

Though I only have it in my WP armour names so it might work for inspiration commands.