The magic of the POPMENU command
Gotta question {and it beats starting a new thread}. I'm trying to set up a popmenu that will bind a key to target mobs in a descending order of priority - bosses, lous, emanators, etc. Here's the menu code I've tried it out with;
Code:
Menu "Targeting" { Title "Custom targeting" Option Hellions bind g "targetcustomnext enemy alive Damned$$targetcustomnext enemy alive Girlfriend$$targetcustomnext enemy alive Fallen$$targetcustomnext enemy alive Blood" Option Skuls bind g "targetcustomnext enemy alive Daddy$$targetcustomnext enemy alive Death$$targetcustomnext enemy alive Gravedigger" } |
Poor Coyote... I've always wondered what he did to piss off Statesman badly enough to earn himself a lifetime of telling newbies to punch sick people...
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Ooohhhh Snap - 50th level Fire/Kinetic Controller - Guardian
Frigid Hottie - 50th level Fire/Cold Controller - Guardian
Nope, if I put it before the bind, then it'll bind G to target the first one, an proceed to target the last one in the line.
Gotta question {and it beats starting a new thread}. I'm trying to set up a popmenu that will bind a key to target mobs in a descending order of priority - bosses, lous, emanators, etc. Here's the menu code I've tried it out with;
Code:
Menu "Targeting" { Title "Custom targeting" Option Hellions bind g "targetcustomnext enemy alive Damned$$targetcustomnext enemy alive Girlfriend$$targetcustomnext enemy alive Fallen$$targetcustomnext enemy alive Blood" Option Skuls bind g "targetcustomnext enemy alive Daddy$$targetcustomnext enemy alive Death$$targetcustomnext enemy alive Gravedigger" } |
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 don't think what you are trying to do is possible with the popmenu system.
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Anyway, I've tried making a workaround, where the popmenu calls a bindloadfile that contains the targeting info - except nothing happens, again. I get a message that the file has been loaded, but no binding takes place. If I run the bindloadfile manually, then it works fine. The bind file is in the data folder, if that's a factor.
Whyso?
Anyway, I've tried making a workaround, where the popmenu calls a bindloadfile that contains the targeting info - except nothing happens, again. I get a message that the file has been loaded, but no binding takes place. If I run the bindloadfile manually, then it works fine. The bind file is in the data folder, if that's a factor. |
Use manual binds for this and/or Kheldian targeting, or list each target as an individual item.
You may be able to bindloadfile, if so put a link to each bind file under the target type and load that on the selection.
Based on the Kheldian bind...
/bind tab "target_enemy_next$$target_custom_next alive quantum$$target_custom_next alive void$$target_custom_next alive cyst"
Having "target_enemy_next" first means that if a type isn't there it will target as normal, and yeah the bind above uses the standard targeting key.
[Tab]
Having each type as a separate bind file and loading them via PopMenu MAY work as you intend.
Based on the Kheldian bind...
/bind tab "target_enemy_next$$target_custom_next alive quantum$$target_custom_next alive void$$target_custom_next alive cyst" |
That's the thing. The Popmenu calls
Option "Hellions" "bindloadfile target_hellions.txt"
Which in tun contains
g "targetcustomnext enemy alive Damned$$targetcustomnext enemy alive Girlfriend$$targetcustomnext enemy alive Fallen$$targetcustomnext enemy alive Blood"
If I load the file manually, the G key gets bound to this - but if I use the popmenu to load it, I get the " Keybinds file loaded: target_hellions.txt" message, but the G key doesn't actually get mapped.
Quote:
Anyway, I've tried making a workaround, where the popmenu calls a bindloadfile that contains the targeting info - except nothing happens, again. I get a message that the file has been loaded, but no binding takes place. If I run the bindloadfile manually, then it works fine. The bind file is in the data folder, if that's a factor. |
While you can't use /bind, /bindload, or /bindloadfile in a /popmenu directly, there is a workaround that I use:
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Option "&L Load Binds" "beginchat /bindloadfile C:\Binds\.txt"
Then, all I have to do is press my Left Arrow Key 4 times, so that it's between the \ and the ., type in the name of the bind file I want to load, and press Enter. This might work: Option "Turn" "beginchat /bind LEFTARROW +turnleft$$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. |
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 "Option" statement in the POPMENU system requires the full command to be surrounded by quote marks and does NOT work if the command you are trying to put in there has a set of quote marks itself. In other words, no nested quotes.
- The BIND commands works a little weird inside a POPMENU. It actually DOES work and shows you a message that it was bound, but for some weird reason, the bind doesn't actually take effect until after you Log Out of the game and log back in. This basically renders it useless.
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Also, Quinch, I seem to remember someone in this thread mentioning that if you load a bindfile using a popmenu, you have to zone for it to work. Course, I could be wrong, and I wasn't the one who discovered that little tidbit.
I try not to use binds with popmenu's though. It's a little like macroing a bind. While it could be useful, its a nightmare in coding apparently, and just doesn't work too well.
(You cannot Macro a bind btw, that is what brought me to this thread originally. I discovered that the hard way. I wanted to Macro several sets of speech binds, so that my speech bubbles wouldn't get too monotonous and repetitive. I'd love to be wrong though)
Poor Coyote... I've always wondered what he did to piss off Statesman badly enough to earn himself a lifetime of telling newbies to punch sick people...
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Ooohhhh Snap - 50th level Fire/Kinetic Controller - Guardian
Frigid Hottie - 50th level Fire/Cold Controller - Guardian
Unless we're talking about different things, I'd say you're wrong, as I use them routinely. Have the macro execute the command and bind the same key you used to activate it to call a powexec_slot, which does the same and so on. There's no way I know of to call a macro by name, though.
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To elaborate, you Can make a macro that loads binds, but you can't use that bind to change the macro etc. So once you use that macro, it would expire in usefulness (at least for what I was doing) because I want one macro or bind that does multiple things, not multiple binds/macro's that call on each other. That's more than extra work.
I don't remember why, but someone explained to me at one point that Macro's have limited usefulness because they were worried about people botting through them.
Poor Coyote... I've always wondered what he did to piss off Statesman badly enough to earn himself a lifetime of telling newbies to punch sick people...
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Ooohhhh Snap - 50th level Fire/Kinetic Controller - Guardian
Frigid Hottie - 50th level Fire/Cold Controller - Guardian
Poor Coyote... I've always wondered what he did to piss off Statesman badly enough to earn himself a lifetime of telling newbies to punch sick people...
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Ooohhhh Snap - 50th level Fire/Kinetic Controller - Guardian
Frigid Hottie - 50th level Fire/Cold Controller - Guardian
I love the POPMENU stuff, I love Binds, I love Macros. So, question -
Does anyone know any slash commands that adjust sound effects volume, so I can adjust the BGM and sound effects without the options menu?
Also, Quinch, I seem to remember someone in this thread mentioning that if you load a bindfile using a popmenu, you have to zone for it to work. Course, I could be wrong, and I wasn't the one who discovered that little tidbit.
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Once that's done, I can immediatly use any of the binds that are "new" to that character, i.e., they weren't in/were something different in the default keybinds.txt file.
It's very handy for setting up my Attribute Monitor, because I have it instantly reload after flagging an Attribute to be monitored. I just press 1-0 on my keyboard, and don't have to re-open the Popmenu.
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Biggest Troll on the forums? I'll give you a hint:
Nope. I have a Popmenu that is loaded with my modified keybinds.txt any time I create a new character. The last thing I do with it is use it to load the binds for the new character, as all my characters have their own bind file.
Once that's done, I can immediatly use any of the binds that are "new" to that character, i.e., they weren't in/were something different in the default keybinds.txt file. It's very handy for setting up my Attribute Monitor, because I have it instantly reload after flagging an Attribute to be monitored. I just press 1-0 on my keyboard, and don't have to re-open the Popmenu. |
Poor Coyote... I've always wondered what he did to piss off Statesman badly enough to earn himself a lifetime of telling newbies to punch sick people...
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Ooohhhh Snap - 50th level Fire/Kinetic Controller - Guardian
Frigid Hottie - 50th level Fire/Cold Controller - Guardian
Once that's done, I can immediatly use any of the binds that are "new" to that character, i.e., they weren't in/were something different in the default keybinds.txt file.
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Edit: Mnope, unbind don't work.
So, I seem to be having an issue with Popmenus...
I made a menu to house all of the Booster Pack emotes, as well as a few in-game unlockables and the upcoming Incarnate emotes. I gave each section it's own sub-menu, so that it would look something like this:
1 Unlockables >
2 Booster Packs >
3 Incarnate >
Pressing 2 would then expand the Booster Packs menu. This is where the problem comes in...
I listed all the emotes, and set a letter of the alphabet as the accelerator, since there are more than 10 emotes. However, I can't activate any emote after the 2nd one in the list, unless I click on the name. The accelerator does nothing.
For example:
A Inspiration
B Train Whistle
C Hot Temper
D Bring It
E Calculate
etc.
Pressing A or B would work, and the Inspiration or Train Whistle emotes would execute. Pressing C, D, or E, however, would do nothing. The menu would sit there, as though I hadn't pressed any keys. Clicking on any of those three, however, would then execute the emote.
The really odd thing is, I also made a Popmenu for the Costume Change emotes. The initial menu uses A through V as the accelerators for the different emotes:
A Lightning
B Vanguard Sigil
C Ninja Leap
D Dimension Shift
E Energy Morph
etc.
Pressing, B for example, then gives me a menu of:
1 Costume 1
2 Costume 2
3 Costume 3
4 Costume 4
5 Costume 5
Pressing any of those 5 numbers will execute the costume change emote perfectly.
So, I'm wondering: Is anyone else having an issue with nested menus?
(This problem REALLY got me ****** off that Popmenu isn't supported, and that I have to fully exit and restart the game to load the modified versions of the Popmenus. )
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Biggest Troll on the forums? I'll give you a hint:
I just want to say, TheUnamedOne, that I love you forever for making a guide like this.
My Masterminds used to have most of their power trays dominated by the summoning/upgeade powers, which thanks to the macro popmenu system I've been able to condense into a single button.
I also found this incredibly useful for making lots of customized social actions for my characters, so I don't have to devote a tray or two of macro buttons just to have some fun.
There was one thing I thought you might want to make clear in your initial post, though; you don't have to make a modified quickchat.mnu file for this to work. The way you wrote that initial bit about going to look at the quickchat guide (which I had to search for due to the way the boards have been changed) left me confused and hesitant because I thought I was gonna have to modify the Quickchat menu itself.
I'm really happy we can just make individual files for each popup menu though, and it's seriously improved my play experience already!
I think the forums broke this code. When I copy/pasted this into a .mnu and loaded it, then tried it out, it only gets to the "Prompt Team Teleport" part and breaks. It also broke all the default keybinds so I couldn't even move my characters.
After looking at the code, there are extra line breaks here: After I took out the line breaks and loaded it again, it broke at vet buff pets. Again, extra line breaks: And here: Don't know if it was the forums or when you copied from notepad you had Word Wrap enabled? Anyway, after fixing those extra line breaks it seems to work. Oh and edit to add, now that it works, it's awesome. Thanks! |
Thanks didn't realize that the forums broke the c&p. I don't think I had word wrap on but you never know. I'll see if i can fix the first post so people don't have to do that themselves.
Glad you find it useful
Djeannie's Costume Creator Overhaul Wishlist
Carnie Base
"Once the avalanche has started, it is too late for the pebbles to vote" -Kosh
Here is a popmenu for the current costume change emotes:
// ccemotes PopMenu // Written By: "Snow Globe" // Version 1.1 // // Usage: /popmenu ccemotes // /bind <key> popmenu ccemotes // /macro <name> popmenu ccemotes // Menu "ccemotes" { Menu "&1 Back Flip" { Title "Back Flip" Divider Option "&1 Costume Slot 1" "cce 0 CCBackFlip" Option "&2 Costume Slot 2" "cce 1 CCBackFlip" Option "&3 Costume Slot 3" "cce 2 CCBackFlip" Option "&4 Costume Slot 4" "cce 3 CCBackFlip" Option "&5 Costume Slot 5" "cce 4 CCBackFlip" Option "&6 Costume Slot 6" "cce 5 CCBackFlip" } Menu "&2 Evil Laugh" { Title "Evil Laugh" Divider Option "&1 Costume Slot 1" "cce 0 CCEvilLaugh" Option "&2 Costume Slot 2" "cce 1 CCEvilLaugh" Option "&3 Costume Slot 3" "cce 2 CCEvilLaugh" Option "&4 Costume Slot 4" "cce 3 CCEvilLaugh" Option "&5 Costume Slot 5" "cce 4 CCEvilLaugh" Option "&6 Costume Slot 6" "cce 5 CCEvilLaugh" } Menu "&3 Howl" { Title "Howl" Divider Option "&1 Costume Slot 1" "cce 0 CCHowl" Option "&2 Costume Slot 2" "cce 1 CCHowl" Option "&3 Costume Slot 3" "cce 2 CCHowl" Option "&4 Costume Slot 4" "cce 3 CCHowl" Option "&5 Costume Slot 5" "cce 4 CCHowl" Option "&6 Costume Slot 6" "cce 5 CCHowl" } Menu "&4 Salute" { Title "Salute" Divider Option "&1 Costume Slot 1" "cce 0 CCSalute" Option "&2 Costume Slot 2" "cce 1 CCSalute" Option "&3 Costume Slot 3" "cce 2 CCSalute" Option "&4 Costume Slot 4" "cce 3 CCSalute" Option "&5 Costume Slot 5" "cce 4 CCSalute" Option "&6 Costume Slot 6" "cce 5 CCHowl" } Menu "&5 Vanguard Sigil" { Title "Vanguard Sigil" Divider LockedOption { DisplayName "&1 Costume Slot 1" Command "cc_e 0 CCVanguardSigil" Badge Vanguard_Sigil_CC Authbit VanguardPack } LockedOption { DisplayName "&2 Costume Slot 2" Command "cc_e 1 CCVanguardSigil" Badge Vanguard_Sigil_CC Authbit VanguardPack } LockedOption { DisplayName "&3 Costume Slot 3" Command "cc_e 2 CCVanguardSigil" Badge Vanguard_Sigil_CC Authbit VanguardPack } LockedOption { DisplayName "&4 Costume Slot 4" Command "cc_e 3 CCVanguardSigil" Badge Vanguard_Sigil_CC Authbit VanguardPack } LockedOption { DisplayName "&5 Costume Slot 5" Command "cc_e 4 CCVanguardSigil" Badge Vanguard_Sigil_CC Authbit VanguardPack } LockedOption { DisplayName "&6 Costume Slot 6" Command "cc_e 5 CCVanguardSigil" Badge Vanguard_Sigil_CC Authbit VanguardPack } } Menu "&6 Peacebringer" { Title "Peacebringer" Divider Option "&1 Costume 1" "cc_e 0 CCPeacebringer" Option "&2 Costume 2" "cc_e 1 CCPeacebringer" Option "&3 Costume 3" "cc_e 2 CCPeacebringer" Option "&4 Costume 4" "cc_e 3 CCPeacebringer" Option "&5 Costume 5" "cc_e 4 CCPeacebringer" } Menu "&7 Warshade" { Title "Warshade" Divider Option "&1 Costume 1" "cc_e 0 CCWarshade" Option "&2 Costume 2" "cc_e 1 CCWarshade" Option "&3 Costume 3" "cc_e 2 CCWarshade" Option "&4 Costume 4" "cc_e 3 CCWarshade" Option "&5 Costume 5" "cc_e 4 CCWarshade" } Divider Title Purchased Menu "&8 Magic Pack" { Menu "&1 Cast" { LockedOption { DisplayName "&1 Costume Slot 1" Command "cce 0 CCCast" Authbit MagicPack } LockedOption { DisplayName "&2 Costume Slot 2" Command "cce 1 CCCast" Authbit MagicPack } LockedOption { DisplayName "&3 Costume Slot 3" Command "cce 2 CCCast" Authbit MagicPack } LockedOption { DisplayName "&4 Costume Slot 4" Command "cce 3 CCCast" Authbit MagicPack } LockedOption { DisplayName "&5 Costume Slot 5" Command "cce 4 CCCast" Authbit MagicPack } LockedOption { DisplayName "&6 Costume Slot 6" Command "cce 5 CCCast" Authbit MagicPack } } Menu "&2 Lightning" { LockedOption { DisplayName "&1 Costume Slot 1" Command "cce 0 CCLightning" Authbit MagicPack } LockedOption { DisplayName "&2 Costume Slot 2" Command "cce 1 CCLightning" Authbit MagicPack } LockedOption { DisplayName "&3 Costume Slot 3" Command "cce 2 CCLightning" Authbit MagicPack } LockedOption { DisplayName "&4 Costume Slot 4" Command "cce 3 CCLightning" Authbit MagicPack } LockedOption { DisplayName "&5 Costume Slot 5" Command "cce 4 CCLightning" Authbit MagicPack } LockedOption { DisplayName "&6 Costume Slot 6" Command "cce 5 CCLightning" Authbit MagicPack } } Menu "&3 Presto Chango" { LockedOption { DisplayName "&1 Costume Slot 1" Command "cce 0 CCPrestoChango" Authbit MagicPack } LockedOption { DisplayName "&2 Costume Slot 2" Command "cce 1 CCPrestoChango" Authbit MagicPack } LockedOption { DisplayName "&3 Costume Slot 3" Command "cce 2 CCPrestoChango" Authbit MagicPack } LockedOption { DisplayName "&4 Costume Slot 4" Command "cce 3 CCPrestoChango" Authbit MagicPack } LockedOption { DisplayName "&5 Costume Slot 5" Command "cce 4 CCPrestoChango" Authbit MagicPack } LockedOption { DisplayName "&6 Costume Slot 6" Command "cce 5 CCPrestoChango" Authbit MagicPack } } Menu "&4 Spin" { LockedOption { DisplayName "&1 Costume Slot 1" Command "cce 0 CCSpin" Authbit MagicPack } LockedOption { DisplayName "&2 Costume Slot 2" Command "cce 1 CCSpin" Authbit MagicPack } LockedOption { DisplayName "&3 Costume Slot 3" Command "cce 2 CCSpin" Authbit MagicPack } LockedOption { DisplayName "&4 Costume Slot 4" Command "cce 3 CCSpin" Authbit MagicPack } LockedOption { DisplayName "&5 Costume Slot 5" Command "cce 4 CCSpin" Authbit MagicPack } LockedOption { DisplayName "&6 Costume Slot 6" Command "cce 5 CCSpin" Authbit MagicPack } } } Menu "&9 Martial Arts" { Menu "&1 Ninja Leap" { LockedOption { DisplayName "&1 Costume Slot 1" Command "cce 0 CCNinjaLeap" Authbit MartialArtsPack } LockedOption { DisplayName "&2 Costume Slot 2" Command "cce 1 CCNinjaLeap" Authbit MartialArtsPack } LockedOption { DisplayName "&3 Costume Slot 3" Command "cce 2 CCNinjaLeap" Authbit MagicPack } LockedOption { DisplayName "&4 Costume Slot 4" Command "cce 3 CCNinjaLeap" Authbit MartialArtsPack } LockedOption { DisplayName "&5 Costume Slot 5" Command "cce 4 CCNinjaLeap" Authbit MartialArtsPack } LockedOption { DisplayName "&6 Costume Slot 6" Command "cce 5 CCNinjaLeap" Authbit MartialArtsPack } } Menu "&2 Smoke Bomb" { LockedOption { DisplayName "&1 Costume Slot 1" Command "cce 0 CCSmokeBomb" Authbit MartialArtsPack } LockedOption { DisplayName "&2 Costume Slot 2" Command "cce 1 CCSmokeBomb" Authbit MartialArtsPack } LockedOption { DisplayName "&3 Costume Slot 3" Command "cce 2 CCSmokeBomb" Authbit MartialArtsPack } LockedOption { DisplayName "&4 Costume Slot 4" Command "cce 3 CCSmokeBomb" Authbit MartialArtsPack } LockedOption { DisplayName "&5 Costume Slot 5" Command "cce 4 CCSmokeBomb" Authbit MartialArtsPack } LockedOption { DisplayName "&6 Costume Slot 6" Command "cce 5 CCSmokeBomb" Authbit MartialArtsPack } } } Menu "&A Mutant Pack" { Menu "&1 Dimension Shift" { LockedOption { DisplayName "&1 Costume Slot 1" Command "cce 0 CCDimensionShift" Authbit MutantPack } LockedOption { DisplayName "&2 Costume Slot 2" Command "cce 1 CCDimensionShift" Authbit MutantPack } LockedOption { DisplayName "&3 Costume Slot 3" Command "cce 2 CCDimensionShift" Authbit MutantPack } LockedOption { DisplayName "&4 Costume Slot 4" Command "cce 3 CCDimensionShift" Authbit MutantPack } LockedOption { DisplayName "&5 Costume Slot 5" Command "cce 4 CCDimensionShift" Authbit MutantPack } LockedOption { DisplayName "&6 Costume Slot 6" Command "cce 5 CCDimensionShift" Authbit MutantPack } } Menu "&2 Energy Morph" { LockedOption { DisplayName "&1 Costume Slot 1" Command "cce 0 CCEnergyMorph" Authbit MutantPack } LockedOption { DisplayName "&2 Costume Slot 2" Command "cce 1 CCEnergyMorph" Authbit MutantPack } LockedOption { DisplayName "&3 Costume Slot 3" Command "cce 2 CCEnergyMorph" Authbit MutantPack } LockedOption { DisplayName "&4 Costume Slot 4" Command "cce 3 CCEnergyMorph" Authbit MutantPack } LockedOption { DisplayName "&5 Costume Slot 5" Command "cce 4 CCEnergyMorph" Authbit MutantPack } LockedOption { DisplayName "&6 Costume Slot 6" Command "cce 5 CCEnergyMorph" Authbit MutantPack } } Menu "&3 Rapid Boil" { LockedOption { DisplayName "&1 Costume Slot 1" Command "cce 0 CCRapidBoil" Authbit MutantPack } LockedOption { DisplayName "&2 Costume Slot 2" Command "cce 1 CCRapidBoil" Authbit MutantPack } LockedOption { DisplayName "&3 Costume Slot 3" Command "cce 2 CCRapidBoil" Authbit MutantPack } LockedOption { DisplayName "&4 Costume Slot 4" Command "cce 3 CCRapidBoil" Authbit MutantPack } LockedOption { DisplayName "&5 Costume Slot 5" Command "cce 4 CCRapidBoil" Authbit MutantPack } LockedOption { DisplayName "&6 Costume Slot 6" Command "cce 5 CCRapidBoil" Authbit MutantPack } } } Menu "&B Science Pack" { Menu "&1 Drink Formula" { LockedOption { DisplayName "&1 Costume Slot 1" Command "cce 0 CCDrinkFormula" Authbit SupersciencePack } LockedOption { DisplayName "&2 Costume Slot 2" Command "cce 1 CCDrinkFormula" Authbit SupersciencePack } LockedOption { DisplayName "&3 Costume Slot 3" Command "cce 2 CCDrinkFormula" Authbit SupersciencePack } LockedOption { DisplayName "&4 Costume Slot 4" Command "cce 3 CCDrinkFormula" Authbit SupersciencePack } LockedOption { DisplayName "&5 Costume Slot 5" Command "cce 4 CCDrinkFormula" Authbit SupersciencePack } LockedOption { DisplayName "&6 Costume Slot 6" Command "cce 5 CCDrinkFormula" Authbit SupersciencePack } } Menu "&2 Super Serum" { LockedOption { DisplayName "&1 Costume Slot 1" Command "cce 0 CCSuperSerum" Authbit SupersciencePack } LockedOption { DisplayName "&2 Costume Slot 2" Command "cce 1 CCSuperSerum" Authbit SupersciencePack } LockedOption { DisplayName "&3 Costume Slot 3" Command "cce 2 CCSuperSerum" Authbit SupersciencePack } LockedOption { DisplayName "&4 Costume Slot 4" Command "cce 3 CCSuperSerum" Authbit SupersciencePack } LockedOption { DisplayName "&5 Costume Slot 5" Command "cce 4 CCSuperSerum" Authbit SupersciencePack } LockedOption { DisplayName "&6 Costume Slot 6" Command "cce 5 CCSuperSerum" Authbit SupersciencePack } } } Menu "&C Animal Pack" { Menu "&1 Feather Burst" { LockedOption { DisplayName "&1 Costume Slot 1" Command "cce 0 CCFeatherBurst" Authbit AnimalPack } LockedOption { DisplayName "&2 Costume Slot 2" Command "cce 1 CCFeatherBurst" Authbit AnimalPack } LockedOption { DisplayName "&3 Costume Slot 3" Command "cce 2 CCFeatherBurst" Authbit AnimalPack } LockedOption { DisplayName "&4 Costume Slot 4" Command "cce 3 CCFeatherBurst" Authbit AnimalPack } LockedOption { DisplayName "&5 Costume Slot 5" Command "cce 4 CCFeatherBurst" Authbit AnimalPack } LockedOption { DisplayName "&6 Costume Slot 6" Command "cce 5 CCFeatherBurst" Authbit AnimalPack } } Menu "&2 Fur Burst" { LockedOption { DisplayName "&1 Costume Slot 1" Command "cce 0 CCFurBurst" Authbit AnimalPack } LockedOption { DisplayName "&2 Costume Slot 2" Command "cce 1 CCFurBurst" Authbit AnimalPack } LockedOption { DisplayName "&3 Costume Slot 3" Command "cce 2 CCFurBurst" Authbit AnimalPack } LockedOption { DisplayName "&4 Costume Slot 4" Command "cce 3 CCFurBurst" Authbit AnimalPack } LockedOption { DisplayName "&5 Costume Slot 5" Command "cce 4 CCFurBurst" Authbit AnimalPack } LockedOption { DisplayName "&6 Costume Slot 6" Command "cce 5 CCFurBurst" Authbit AnimalPack } } Menu "&3 Fur Spin" { LockedOption { DisplayName "&1 Costume Slot 1" Command "cce 0 CCFurSpin" Authbit AnimalPack } LockedOption { DisplayName "&2 Costume Slot 2" Command "cce 1 CCFurSpin" Authbit AnimalPack } LockedOption { DisplayName "&3 Costume Slot 3" Command "cce 2 CCFurSpin" Authbit AnimalPack } LockedOption { DisplayName "&4 Costume Slot 4" Command "cce 3 CCFurSpin" Authbit AnimalPack } LockedOption { DisplayName "&5 Costume Slot 5" Command "cce 4 CCFurSpin" Authbit AnimalPack } LockedOption { DisplayName "&6 Costume Slot 6" Command "cce 5 CCFurSpin" Authbit AnimalPack } } Menu "&4 Feather Spin" { LockedOption { DisplayName "&1 Costume Slot 1" Command "cce 0 CCFeatherSpin" Authbit AnimalPack } LockedOption { DisplayName "&2 Costume Slot 2" Command "cce 1 CCFeatherSpin" Authbit AnimalPack } LockedOption { DisplayName "&3 Costume Slot 3" Command "cce 2 CCFeatherSpin" Authbit AnimalPack } LockedOption { DisplayName "&4 Costume Slot 4" Command "cce 3 CCFeatherSpin" Authbit AnimalPack } LockedOption { DisplayName "&5 Costume Slot 5" Command "cce 4 CCFeatherSpin" Authbit AnimalPack } LockedOption { DisplayName "&6 Costume Slot 6" Command "cce 5 CCFeatherSpin" Authbit AnimalPack } } } Menu "&D Steampunk Pack" { Menu "&1 Oil Strike" { LockedOption { DisplayName "&1 Costume Slot 1" Command "cce 0 CCoilstrike" Authbit Steampunk 1 } LockedOption { DisplayName "&2 Costume Slot 2" Command "cce 1 CCoilstrike" Authbit Steampunk 1 } LockedOption { DisplayName "&3 Costume Slot 3" Command "cce 2 CCoilstrike" Authbit Steampunk 1 } LockedOption { DisplayName "&4 Costume Slot 4" Command "cce 3 CCoilstrike" Authbit Steampunk 1 } LockedOption { DisplayName "&5 Costume Slot 5" Command "cce 4 CCoilstrike" Authbit Steampunk 1 } LockedOption { DisplayName "&6 Costume Slot 6" Command "cce 5 CCoilstrike" Authbit Steampunk 1 } } Menu "&2 Pressure Release" { LockedOption { DisplayName "&1 Costume Slot 1" Command "cce 0 CCpressurerelease" Authbit Steampunk 1 } LockedOption { DisplayName "&2 Costume Slot 2" Command "cce 1 CCpressurerelease" Authbit Steampunk 1 } LockedOption { DisplayName "&3 Costume Slot 3" Command "cce 2 CCpressurerelease" Authbit Steampunk 1 } LockedOption { DisplayName "&4 Costume Slot 4" Command "cce 3 CCpressurerelease" Authbit Steampunk 1 } LockedOption { DisplayName "&5 Costume Slot 5" Command "cce 4 CCpressurerelease" Authbit Steampunk 1 } LockedOption { DisplayName "&6 Costume Slot 6" Command "cce 5 CCpressurerelease" Authbit Steampunk 1 } } } Menu "&E Holiday Pack" { Menu "&1 Gift Burst" { LockedOption { DisplayName "&1 Costume Slot 1" Command "cce 0 CCGiftBurst" Authbit HolidayPack } LockedOption { DisplayName "&2 Costume Slot 2" Command "cce 1 CCGiftBurst" Authbit HolidayPack } LockedOption { DisplayName "&3 Costume Slot 3" Command "cce 2 CCGiftBurst" Authbit HolidayPack } LockedOption { DisplayName "&4 Costume Slot 4" Command "cce 3 CCGiftBurst" Authbit HolidayPack } LockedOption { DisplayName "&5 Costume Slot 5" Command "cce 4 CCGiftBurst" Authbit HolidayPack } LockedOption { DisplayName "&6 Costume Slot 6" Command "cce 5 CCGiftBurst" Authbit HolidayPack } } Menu "&2 Confetti Throw" { LockedOption { DisplayName "&1 Costume Slot 1" Command "cce 0 CCConfettiThrow" Authbit HolidayPack } LockedOption { DisplayName "&2 Costume Slot 2" Command "cce 1 CCConfettiThrow" Authbit HolidayPack } LockedOption { DisplayName "&3 Costume Slot 3" Command "cce 2 CCConfettiThrow" Authbit HolidayPack } LockedOption { DisplayName "&4 Costume Slot 4" Command "cce 3 CCConfettiThrow" Authbit HolidayPack } LockedOption { DisplayName "&5 Costume Slot 5" Command "cce 4 CCConfettiThrow" Authbit HolidayPack } LockedOption { DisplayName "&6 Costume Slot 6" Command "cce 5 CCConfettiThrow" Authbit HolidayPack } } } }
Updated with accelerators (that work), fixes for the Vanguard Sigil emote, and the 6th Costume slot for VEATs.
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 removed all the authbit locked garbage from mine. I see no need for it, since I know what stuff I've bought and haven't.
Also, I notice that you don't have any accelerators set for those menus.
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Biggest Troll on the forums? I'll give you a hint:
FYI: Issue 20.5 has finally exposed the costume change emotes as a default part of the quickchat menu.
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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
Gotta question {and it beats starting a new thread}. I'm trying to set up a popmenu that will bind a key to target mobs in a descending order of priority - bosses, lous, emanators, etc. Here's the menu code I've tried it out with;