A question about /bindloadfile


Aggelakis

 

Posted

Okay, so I am trying to create a series of bind files to dynamically change up the phrases my RP character says during combat (no they are not linked to a power, I can drop them at will via the numpad). I have the syntax for the file correct, I have the load working correctly... there is just one thing that is bugging me: I have to zone for the changes to take effect. Is this how it normally works? I thought the changes would go into effect instantly.



 

Posted

Quote:
Originally Posted by Thirty-Seven View Post
Okay, so I am trying to create a series of bind files to dynamically change up the phrases my RP character says during combat (no they are not linked to a power, I can drop them at will via the numpad). I have the syntax for the file correct, I have the load working correctly... there is just one thing that is bugging me: I have to zone for the changes to take effect. Is this how it normally works? I thought the changes would go into effect instantly.
Do you mean like a rotating keybind? I've never had a problem with it like that, maybe you are using a different method for it than I do. Well, this is a cut and paste that I give to friends who ask me how I managed it. Maybe it will help.

Quote:
Okay, the first thing you do is create a directory to store your bind files... I use C:\keybinds and seperate the folders into each character.
Then each bind is set up in a txt file like so:


numpad2 "say I will not buy this record... It is scratched!$$bind_load_file c:\keybinds\quip002.txt"

The bit at the end references the next file and loads it, replacing the current one when it's over.

In game just type /bind_load_file C:\keybinds\filenamewhatever001.txt and it will be ready to go.
Just remember to reference the first file at the end of the last file so that it will rotate back to start.
The rest of the bind can be anything at all, as long as it would normally bind in game... it can be bound this way too.
Like I said, it's a lot easier than I thought it would be... I have my files set up so that numpad1 activates the Taunt00x.txt files, and numpad2 activates the Quip00x.txt files.


 

Posted

No, it's not a rotating keybind where one bind file refers to another. Rather, it is me picking which bind file I want active from a list. Then, when I choose a different one, the first one is still active until I zone. It's a bit obnoxious.



 

Posted

That's definitely not how it works (otherwise rotating bind files would largely be useless, as well as the common MM pet binds).

Might wanna post the binds like Kheldarn asked for, and also try running /showbind KEY before and after you run the /bindloadfile, as well as after the zoning.


Quote:
Originally Posted by ShadowNate
;_; ?!?! What the heck is wrong with you, my god, I have never been so confused in my life!

 

Posted

The binds in the file are exceedingly simple. The are all simple chat related, for example:

numpad9 "local $target is a pansy!"

Let me go over what I have going. Basically I created a popmenu that has a list of several different enemy groups. Each item in the popmenu loads a specific bindfile that loads taunt/chat commands like the one above specific to the enemy group that I selected. After the file loads (and it does, it shows up in chat as loading as well as being output with the /bindsave command) the last file I loaded is still active.... until I zone or log out and back in. The only thing I can figure is that there is some sort of interaction betwixt the popmenu and loading bindfiles.

Would it be helpful to actually give you the contents of the popmenu and one of the bind files? The latter just has nine binds like the example above, and all the popmenu does is "bindloadfile .\Directory\EnemyGroup.txt". I simply am beguiled.



 

Posted

Quote:
Originally Posted by Kitsune Knight View Post
It's possible it's an interaction with the popmenu. I've never actually used them, but I wouldn't really spect this sort of behavior from them anymore than normal binds or macros.
Neither would I. But that is the only thing that makes sense to me...



 

Posted

You could try embedding the binds in the popmenu's command, instead of using a bindfile. That won't work for all commands, and longer files, but it might be a work around (or confirm that it's a problem with the popmenu).


Quote:
Originally Posted by ShadowNate
;_; ?!?! What the heck is wrong with you, my god, I have never been so confused in my life!

 

Posted

Try having the popmenu do the bindloadfile command twice.

I've had some strange behavior from bind files in the past and that has usually resolved them.

I haven't tried using bind files with the pop menu (actually haven't used the pop menu at all) so it may or may not help, but it's a quick thing to try.

Also, you can use bindloadfile_silent to prevent it from coming up in the chat window (just in case you didn't know).


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Posted

Now that I think more on it, I think the issue is with the /popmenu command itself...

For some reason, it doesn't seem to play well with the /bind command. The only way I've found to use /bind via a /popmenu is to do this:

Option "<Name>" "beginchat /bind <key> <bind>"

That, of course, enters /bind <key> <bind> into the chat area. Again, for some reason I don't know, you have to press ENTER twice before it does anything. Pressing it once will act like you didn't press ENTER, leaving the chat input area active, awaiting more input.




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Posted

I have no experience with Popmenu, but I can definitely confirm that a working
/bindloadfile command runs right then and there.

All of my characters have a key to do a /bindloadfile and a bindsavefile (so
I can customize their binds outside of game), and pressing those keys also
works immediately.

The one difference I can see (which may not matter?) is that my binds for
those always fully qualify the filename:

/bindloadfile C:\CoHBinds\Joe_Blaster.txt
/bindsavefile C:\CoHBinds\Joe_Blaster.txt

Hope you get it sorted out.


Regards,
4


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Posted

Quote:
Originally Posted by FourSpeed View Post
The one difference I can see (which may not matter?) is that my binds for those always fully qualify the filename:
If the whole filename is just "bindfile", then the bind needs to load "bindfile". If the whole filename is "bindfile.txt", then the bind needs to load "bindfile.txt". It is possible to create files with no file type.


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Posted

Quote:
Originally Posted by FourSpeed View Post
I have no experience with Popmenu, but I can definitely confirm that a working
/bindloadfile command runs right then and there.
Correct. The /bindloadfile command doesn't seem to be the problem. The popmenu system seems to be the culprit. Technically, it was never intended for players to use, so there are things it can't do, like send chat to a channel with a space in the name (including, but not limited to, Super Group).

Every character I make has their own bind file, and a bind of SHIFT+L "bindloadfile C:\Binds\<charname>.txt $$ em thumbsup". Those work fine. But it seems trying to use popmenu to bind doesn't work well.




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Posted

Thanks all for the help. I haven't had a chance to sit at my comp. too long, so I didn't post the popmenu code I am using. Honestly, its not too big a deal to have it work as it is, I was just hoping someone knew how to make it better.