The magic of the POPMENU command
Option "Turn" "bind LEFTARROW +turnleft$$bind RIGHTARROW +turnright"
Option "Maneuver" "bind LEFTARROW +left$$bind RIGHTARROW +right" These work if I make them macros, but with the popmenu the I have to zone after clicking them? |
I'm fairly sure this affects /BIND, /BINDLOAD, and /BINDLOADFILE the same.
While you can't use /bind, /bindload, or /bindloadfile in a /popmenu directly, there is a workaround that I use:
Option "&L Load Binds" "beginchat /bindloadfile C:\Binds\.txt"
Then, all I have to do is press my Left Arrow Key 4 times, so that it's between the \ and the ., type in the name of the bind file I want to load, and press Enter.
This might work:
Option "Turn" "beginchat /bind LEFTARROW +turnleft$$bind RIGHTARROW +turnright"
Option "Maneuver" "beginchat /bind LEFTARROW +left$$bind RIGHTARROW +right"
I've found, however, that having a /popmenu place text into the chat window, it seems you have to press Enter twice. The first press won't do anything. It's weird.
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Biggest Troll on the forums? I'll give you a hint:
I don't seem to be explaining myself clearly or you are ignoring what I'm saying. You can't call the power menus. They may use a call window function, but that is a completely separate call than a popmenu call.
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It's just like using the BADGE or AUTHBIT code in a PopMenu. The GUI initiates the call using PopMenu code, the request goes to the server to process whether the BADGE or AUTHBIT is True or False based on character data on the Server, then PopMenu displays the menu based on the resultant data it received from the Server. I'm just theorizing that there's other PopMenu code that requests power information from the server based on the character's power data.
They might be compatible code, but no one knows outside the development team, and they are not going to answer questions about them. |
Been having a lot of fun with popmenu creation since I first saw this thread. I've made a few MNUs for inspiration combining. The first menu chooses the inspiration you want to make, and from there you can choose tier 1, 2 or 3, with a 4th option to go back to the first menu. Also, I've made it so that the menu remains when you select 1 through 3 in case you needed more than one tier created. It's a small thing, but saves a lot of trouble.
The order of the main menu is just the one I prefer, but can easily be changed. I don't ever have a need for oranges, so you'd need to make your own MNU for that. Awakens are made at a time you don't have to hurry, so I didn't bother with them either.
Main Menu
//Choosing Which Inspiration to Make // Menu "Combine" { Title "Combine" Option "To Make Purples &1" "popmenu Purples" Option "To Make Greens &2" "popmenu Greens" Option "To Make Blues &3" "popmenu Blues" Option "To Make Reds &4" "popmenu Reds" Option "To Make Yellows &5" "popmenu Yellows" Option "To Make Break Frees &6" "popmenu BreakFrees" }
//Combining inspirations to form blues // Menu "Blues" { Title "Blues" Option "Tier &1" "inspcombine Insight Catch_a_Breath$$inspcombine Enrage Catch_a_Breath$$inspcombine Luck Catch_a_Breath$$inspcombine Respite Catch_a_Breath$$inspcombine Sturdy Catch_a_Breath$$inspcombine Break_Free Catch_a_Breath$$inspcombine Awaken Catch_a_Breath$$popmenu Blues" Option "Tier &2" "inspcombine Keen_Insight Take_a_Breather$$inspcombine Focused_Rage Take_a_Breather$$inspcombine Good_Luck Take_a_Breather$$inspcombine Dramatic_Improvement Take_a_Breather$$inspcombine Rugged Take_a_Breather$$inspcombine Emerge Take_a_Breather$$inspcombine Bounce_Back Take_a_Breather$$popmenu Blues" Option "Tier &3" "inspcombine Uncanny_Insight Second_Wind$$inspcombine Righteous_Rage Second_Wind$$inspcombine Phenomenal_Luck Second_Wind$$inspcombine Resurgence Second_Wind$$inspcombine Robust Second_Wind$$inspcombine Escape Second_Wind$$inspcombine Restoration Second_Wind$$popmenu Blues" Option "Go Back &4" "popmenu Combine" }
//Combining inspirations to form greens // Menu "Greens" { Title "Greens" Option "Tier &1" "inspcombine Insight Respite$$inspcombine Enrage Respite$$inspcombine Luck Respite$$inspcombine Catch_a_Breath Respite$$inspcombine Sturdy Respite$$inspcombine Break_Free Respite$$inspcombine Awaken Respite$$popmenu Greens" Option "Tier &2" "inspcombine Keen_Insight Dramatic_Improvement$$inspcombine Focused_Rage Dramatic_Improvement$$inspcombine Good_Luck Dramatic_Improvement$$inspcombine Take_a_Breather Dramatic_Improvement$$inspcombine Rugged Dramatic_Improvement$$inspcombine Emerge Dramatic_Improvement$$inspcombine Bounce_Back Dramatic_Improvement$$popmenu Greens" Option "Tier &3" "inspcombine Uncanny_Insight Resurgence$$inspcombine Righteous_Rage Resurgence$$inspcombine Phenomenal_Luck Resurgence$$inspcombine Second_Wind Resurgence$$inspcombine Robust Resurgence$$inspcombine Escape Resurgence$$inspcombine Restoration Resurgence$$popmenu Greens" Option "Go Back &4" "popmenu Combine" }
//Combining inspirations to form reds // Menu "Reds" { Title "Reds" Option "Tier &1" "inspcombine Insight Enrage$$inspcombine Catch_a_Breath Enrage$$inspcombine Luck Enrage$$inspcombine Respite Enrage$$inspcombine Sturdy Enrage$$inspcombine Break_Free Enrage$$inspcombine Awaken Enrage$$popmenu Reds" Option "Tier &2" "inspcombine Keen_Insight Focused_Rage$$inspcombine Take_a_Breather Focused_Rage$$inspcombine Good_Luck Focused_Rage$$inspcombine Dramatic_Improvement Focused_Rage$$inspcombine Rugged Focused_Rage$$inspcombine Emerge Focused_Rage$$inspcombine Bounce_Back Focused_Rage$$popmenu Reds" Option "Tier &3" "inspcombine Uncanny_Insight Righteous_Rage$$inspcombine Second_Wind Righteous_Rage$$inspcombine Phenomenal_Luck Righteous_Rage$$inspcombine Resurgence Righteous_Rage$$inspcombine Robust Righteous_Rage$$inspcombine Escape Righteous_Rage$$inspcombine Restoration Righteous_Rage$$popmenu Reds" Option "Go Back &4" "popmenu Combine" }
//Combining inspirations to form purples // Menu "Purples" { Title "Purples" Option "Tier &1" "inspcombine Insight Luck$$inspcombine Enrage Luck$$inspcombine Catch_a_Breath Luck$$inspcombine Respite Luck$$inspcombine Sturdy Luck$$inspcombine Break_Free Luck$$inspcombine Awaken Luck$$popmenu Purples" Option "Tier &2" "inspcombine Keen_Insight Good_Luck$$inspcombine Focused_Rage Good_Luck$$inspcombine Take_a_Breather Good_Luck$$inspcombine Dramatic_Improvement Good_Luck$$inspcombine Rugged Good_Luck$$inspcombine Emerge Good_Luck$$inspcombine Bounce_Back Good_Luck$$popmenu Purples" Option "Tier &3" "inspcombine Uncanny_Insight Phenomenal_Luck$$inspcombine Righteous_Rage Phenomenal_Luck$$inspcombine Second_Wind Phenomenal_Luck$$inspcombine Resurgence Phenomenal_Luck$$inspcombine Robust Phenomenal_Luck$$inspcombine Escape Phenomenal_Luck$$inspcombine Restoration Phenomenal_Luck$$popmenu Purples" Option "Go Back &4" "popmenu Combine" }
//Combining inspirations to form yellows // Menu "Yellows" { Title "Yellows" Option "Tier &1" "inspcombine Catch_a_Breath Insight$$inspcombine Enrage Insight$$inspcombine Luck Insight$$inspcombine Respite Insight$$inspcombine Sturdy Insight$$inspcombine Break_Free Insight$$inspcombine Awaken Insight$$popmenu Yellows" Option "Tier &2" "inspcombine Take_a_Breather Keen_Insight$$inspcombine Focused_Rage Keen_Insight$$inspcombine Good_Luck Keen_Insight$$inspcombine Dramatic_Improvement Keen_Insight$$inspcombine Rugged Keen_Insight$$inspcombine Emerge Keen_Insight$$inspcombine Bounce_Back Keen_Insight$$popmenu Yellows" Option "Tier &3" "inspcombine Second_Wind Uncanny_Insight$$inspcombine Righteous_Rage Uncanny_Insight$$inspcombine Phenomenal_Luck Uncanny_Insight$$inspcombine Resurgence Uncanny_Insight$$inspcombine Robust Uncanny_Insight$$inspcombine Escape Uncanny_Insight$$inspcombine Restoration Uncanny_Insight$$popmenu Yellows" Option "Go Back &4" "popmenu Combine" }
//Combining inspirations to form break frees // Menu "BreakFrees" { Title "Break Frees" Option "Tier &1" "inspcombine Insight Break_Free$$inspcombine Enrage Break_Free$$inspcombine Luck Break_Free$$inspcombine Respite Break_Free$$inspcombine Sturdy Break_Free$$inspcombine Catch_a_Breath Break_Free$$inspcombine Awaken Break_Free$$popmenu BreakFrees" Option "Tier &2" "inspcombine Keen_Insight Emerge$$inspcombine Focused_Rage Emerge$$inspcombine Good_Luck Emerge$$inspcombine Dramatic_Improvement Emerge$$inspcombine Rugged Emerge$$inspcombine Take_a_Breather Emerge$$inspcombine Bounce_Back Emerge$$popmenu BreakFrees" Option "Tier &3" "inspcombine Uncanny_Insight Escape$$inspcombine Righteous_Rage Escape$$inspcombine Phenomenal_Luck Escape$$inspcombine Resurgence Escape$$inspcombine Robust Escape$$inspcombine Second_Wind Escape$$inspcombine Restoration Escape$$popmenu BreakFrees" Option "Go Back &4" "popmenu Combine" }
@Rylas
Kill 'em all. Let XP sort 'em out.
I didn't mean to have my comments come off as argumentative, I was just mostly thinking out loud. I'm just basing my ideas on experience with troubleshooting and customizing other Client/Server GUI systems. Since the GUI is what is asking for the power information when you right click, then there's SOMETHING in the Client that is sending a request to the Server. Since the resulting information is displayed exactly like a PopMenu "window", I'm just guessing that the Client is calling a PopMenu. Also since almost every other GUI function can be performed from a slash command of some kind, I'm guessing that there's either comparable slash commands of else internal PopMenu code that we don't know about.
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It's just like using the BADGE or AUTHBIT code in a PopMenu. The GUI initiates the call using PopMenu code, the request goes to the server to process whether the BADGE or AUTHBIT is True or False based on character data on the Server, then PopMenu displays the menu based on the resultant data it received from the Server. I'm just theorizing that there's other PopMenu code that requests power information from the server based on the character's power data.
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The popmenu commands are limited. Is it possible that there are a couple more commands we don't know about? Sure. Can we check for whatever we want? Not a chance.
The problem is that you are seeing all these other windows and thinking they all relate to popmenus, when they are not.
I will send you some information in private to help clarify this point.
Find some way to work for them, that is the only way I can think of getting that kind of access.
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
The problem is that you are seeing all these other windows and thinking they all relate to popmenus, when they are not.
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Aw, you just dashed my hopes and dreams and spoiled my entire weekend!
Nah, just kidding.
Thanks for all the clarifications and for putting up with my stubbornness. I'm like a pit bull sometimes with things... I just won't let something go until someone smacks me upside the head enough times.
Guess it's time to get to work on other things then.
Also, I've made it so that the menu remains when you select 1 through 3 in case you needed more than one tier created. |
The Inspiration Maker's Guide [i12] UPDATED with POPMENUS and Movement Binds!
A Flash in the Dark: The Electric/Ninjitsu Stalker [i23]
Kheldian Inspiration Macros UPDATED with POPMENUS and Movement Binds!
Guide to the Katana~Ninja Blade/Electric [i23]
Nice work! One idea though, instead of multiple separate menus, you could combine them all into one larger menu with submenus for each color. That may or may not work well with your recursive popmenu commands though depending on how you want them to work.
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I can put that all in one MNU?! Sweet!
Uh... how would I format that??
You can also combine all tiers of a given color with one command in a popmenu instead of three, which would make the recursive thing (although a cool idea) unnecessary if that's what you are trying to do. I have them listed this way under "consolidated popmenus" in the guide in my sig. If you only want to do a tier at a time, of course, then separate commands is the way to go.
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I'm also going to introduce recursive commands into my toggle menus. Why this didn't occur to me already is a mystery.
@Rylas
Kill 'em all. Let XP sort 'em out.
So let me get this right... even though right-clicking on these items (powers in the "Powers" window, inspirations, etc.) brings up a menu that looks EXACTLY like a popmenu and has the EXACT same visual formatting options and contains NOTHING that is not capable of being reproduced by a popmenu (assuming it can access the data of course) that it is a completely different function?!?
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Thanks for all the clarifications and for putting up with my stubbornness. I'm like a pit bull sometimes with things... I just won't let something go until someone smacks me upside the head enough times.
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Speaking of which, I'm working on a project that might make things a bit easier for everyone making popmenus. More on that when I get closer to being able to show it off.
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
*eyes glaze over with excitement*
I can put that all in one MNU?! Sweet! Uh... how would I format that?? |
//Choosing Which Inspiration to Make // Menu "Combine" { Menu "To Make Blues &3" { Title "Blues" Option "Tier &1" "inspcombine Insight Catch_a_Breath$$inspcombine Enrage Catch_a_Breath$$inspcombine Luck Catch_a_Breath$$inspcombine Respite Catch_a_Breath$$inspcombine Sturdy Catch_a_Breath$$inspcombine Break_Free Catch_a_Breath$$inspcombine Awaken Catch_a_Breath$$popmenu Combine" Option "Tier &2" "inspcombine Keen_Insight Take_a_Breather$$inspcombine Focused_Rage Take_a_Breather$$inspcombine Good_Luck Take_a_Breather$$inspcombine Dramatic_Improvement Take_a_Breather$$inspcombine Rugged Take_a_Breather$$inspcombine Emerge Take_a_Breather$$inspcombine Bounce_Back Take_a_Breather$$popmenu Combine" Option "Tier &3" "inspcombine Uncanny_Insight Second_Wind$$inspcombine Righteous_Rage Second_Wind$$inspcombine Phenomenal_Luck Second_Wind$$inspcombine Resurgence Second_Wind$$inspcombine Robust Second_Wind$$inspcombine Escape Second_Wind$$inspcombine Restoration Second_Wind$$popmenu Combine" } //Add other colors' submenu here //Add other colors' submenu here //Add other colors' submenu here //Add other colors' submenu here }
I changed the ending PopMenu command to "PopMenu Combine" so that the function recursively executes the menu until you click away from it or hit an invalid character. That seemed to almost preserve what you were trying to do.
I've been using Notepad++ with a custom language definition for .MNU files to create my popmenu files. The code-folding and syntax highlighting really helps keep the Menu, sub Menu and LockedOption sections straight and correct as well as highlighting any spelling errors in PopMenu code and missed quotations.
One of these days I may even try adding all the valid slash commands to my custom .MNU language file... Yeah right!
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Biggest Troll on the forums? I'll give you a hint:
So, question: can you put more than one popmenu in a single .mnu file?
The syntax would seem to indicate you could combine many different popmenus into a single file, but in reality it may not work that way.
Triumph: White Succubus: 50 Ill/Emp/PF Snow Globe: 50 Ice/FF/Ice Strobe: 50 PB Shi Otomi: 50 Ninja/Ninjistu/GW Stalker My other characters
Option "Turn" "beginchat /bind LEFTARROW +turnleft$$bind RIGHTARROW +turnright"
Option "Maneuver" "beginchat /bind LEFTARROW +left$$bind RIGHTARROW +right" |
I also tried the badge reporter tool but calling it from another popmenu somehow blocks the ability to access the first popmenu again.
A game is not supposed to be some kind of... place where people enjoy themselves!
I also tried the badge reporter tool but calling it from another popmenu somehow blocks the ability to access the first popmenu again.
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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
So, question: can you put more than one popmenu in a single .mnu file?
The syntax would seem to indicate you could combine many different popmenus into a single file, but in reality it may not work that way. |
You can see this by using these commands:
/popmenu QuickChatThe "Example" menu is above the QuickChat menu in the text of the default QuickChat.mnu file.
/popmenu Example
My first menu is triggered by a bind which prompts for a power that he will drop of of his Nova/Dwarf Form and activate, then the menu loads another menu which prompts him for which form he wants to go back to.
It's been working ever since I started doing PopMenus months ago. I have never, EVER seen any of the control problems you're quoting. I don't think the problem is as simple as "Calling a PopMenu from within another PopMenu causes your controls to stop working". If I had to make a guess, I would say it might only come up when using chained menus with multiple submenus as my Warshade quick-switch menus are all only top-level, no submenus.
Even then, in my early iterations of my BadgeReporter menu which were up to three levels deep, the different categories (Accolades, Exploration, Gladiators, etc.) were all separate menu files and were all called from a completely separate simple top-level PopMenu and I never noticed the problem there either... Maybe if the PopMenu originating the call to a second PopMenu is multi-leveled and the command is in a submenu?
Not so simple.
Quote:
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At least that's what I think is going on.
Here is a nice little "Fluff" popmenu. It changes the interface colors for you
The red, blue & grey are converted from the default colors in-game.
//Interface color chooser by Djeannie Menu "IntColors" { Title "Default Interface Colors" Divider Option "Red Windows (Villain)" "window_color 166 050 050 135" Option "Blue Windows (Heroes)" "window_color 050 153 255 135" Option "Grey Windows (Praetorian)" "window_color 113 113 113 135" Divider Title "Pretty Interface Colors" Option "Brown Windows" "window_color 111 073 000 135" Option "Green Windows" "window_color 000 170 000 135" Option "Orange Windows" "window_color 200 090 000 135" Option "Purple Windows" "window_color 153 051 204 135" Option "Pink Windows" "window_color 210 117 210 135" Option "Rich Blue Windows" "window_color 000 050 190 135" Option "Teal Windows" "window_color 000 155 155 135" Option "Yellow Windows" "window_color 255 220 000 135" Divider Title "Stark Interface Colors" Option "Black Windows" "window_color 000 000 000 135" Option "White Windows" "window_color 255 255 255 135" Divider }
save into a file called IntColors.mnu
Enjoy!
Djeannie's Costume Creator Overhaul Wishlist
Carnie Base
"Once the avalanche has started, it is too late for the pebbles to vote" -Kosh
Why isn't this supported in game with developer implemented navigation menus to accompany its creation?
Better yet, why haven't I ever heard anyone talk about this before?! This is the single "biggest deal" I've ever heard of. There are third person MODs in other MMOs that basically do exactly what this does, and they were developed by programmers! This just exists!
Why isn't this supported in game with developer implemented navigation menus to accompany its creation?
Better yet, why haven't I ever heard anyone talk about this before?! This is the single "biggest deal" I've ever heard of. There are third person MODs in other MMOs that basically do exactly what this does, and they were developed by programmers! This just exists! |
Unfortunately, and this is my theory on why it's not supported, it's a fairly "dumb" menuing language. There's little visual customizability, only a couple rudimentary logic functions in the PopMenu code and it's also been mentioned a couple times that PopMenu may have the potential to crash the game based on the complexity and depth of the PopMenu code (though I have not experienced this myself) so it's not a great idea for the devs to actively support something that can run rampant crashing your game client if it is created in the wrong way.
I'd love for the devs to step up and take charge up improving and supporting the PopMenu code since it has become an integral and necessary part of my COH game experience. Documenting and improving the capabilities of the menus would be incredible, especially since there's code that I know has to exist for the PopMenu command (in order for it to perform the dynamic things it does in the GUI) that no one has found yet.
Option "Turn" "bind LEFTARROW +turnleft$$bind RIGHTARROW +turnright"
Option "Maneuver" "bind LEFTARROW +left$$bind RIGHTARROW +right"
These work if I make them macros, but with the popmenu the I have to zone after clicking them?
A game is not supposed to be some kind of... place where people enjoy themselves!