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Posted: Wed Oct 08, 2003 8:32 am
by ap50
dont_know_at_all wrote:
Nanan wrote:Um and lastly is there any way to reduce or remove that nasty hang when mac's stop? Iv died more then once because I continue to run forward after the mac is stopped.

/end keep keys
How about making /end keep keys default :roll:

Posted: Wed Oct 08, 2003 10:33 am
by Mckorr
I agree, keep keys should be the default. I'll look into it.

Posted: Wed Oct 08, 2003 11:15 am
by LordGiddion
How about in the new variables alowing for an array of timers.

idea

Posted: Wed Oct 08, 2003 1:01 pm
by FlashG
How about a $cursor(equipslot) varible that returns a 16 bit bianary/Hex number of what slots a item is usable in.

So:
0000 0000 0000 0001 =1 would be a primary only item
0000 0000 0000 0011 =3 would be a primary and Seconday only item
0001 0000 0000 0000 =4096 would be Ear only slot

Also maybe a $cursor(handed) varible that returns the number of hand to hold a weapon, 1,2 or 0 for not a hand item

Not sure if 16 bits would cover all the slots.

Posted: Thu Oct 09, 2003 9:59 pm
by AarynD
Put me down for requesting better string comparison in /if statements.

/if $item(7,0,name)!="Hooked Arrowheads" { }

The above ALWAYS causes wierd parser error messages of some sort. If I reverse it, I usually get a message about there not being a comparison operator in "Hooked" etc.

Posted: Thu Oct 09, 2003 10:04 pm
by MacroFiend
Whenever you are doing a comparison against an item that could have a space in it like $item(name), you need to wrap it in quotes. Otherwise, MQ will replace the $ entry with the real value before the /if gets to it and then, this is what the /if sees ...

/if Hooked Arrowheads!="Hooked Arrowheads" { }

And the unquoted space blows the whole thing up.

Posted: Fri Oct 10, 2003 4:52 am
by chimaera
I'd absolutely love if $target(state) could return "COMBAT" if the character on my target is currently attacking something. It would make it a lot easier to make reliable melee bot scripts that didnt go off and break mezzes on mobs.

Edit: I dont find the MQ language hard to learn at all. 1 day after i'd finally found this site, and read a few macros, i made my own shaman bot that worked flawlessly until the variable changes recently. I found the language intuitive and easy to learn.

Posted: Mon Oct 13, 2003 11:03 am
by blakbelt
ditto Chimaera i would like to see that too...

Or a facility to parse chat channels for engage messages etc (raid channel)

idea

Posted: Tue Oct 14, 2003 1:17 pm
by FlashG
If you want another idea try this. Currently a macro pauses when the operator goes to chat. I would like to see a command that pauses a macro when the operator presses and holds a movement key, then resumes soon after the key is released.

I have a macro that controls movement so well/often that holding down the arrow keys hardly changes the course(for Mob avoidence, getting unstuck). I realize putting a /delay 2 in the loop would help, but that would meen the macro wouuld be slower in its control.

Flash

Posted: Tue Oct 14, 2003 7:33 pm
by insanitywiz
It would be nice to be able to have a macro check if autorun is on or off, and to set the state manualy.

num lock

Posted: Wed Oct 15, 2003 11:10 am
by FlashG
Yes, It would be nice to have Autorun a as a settable command. As a work around I did the following

/if $char(speed)>=.2 /press Num_Lock

to turn if off and the reverse to turn it on. I did not have any luck using ismoving but that might work too.

Flash

Posted: Wed Oct 15, 2003 12:07 pm
by Mckorr
Okay, I'm lost, exactly why would you want to turn autorun off?

Posted: Wed Oct 15, 2003 12:28 pm
by Lax
Probably the same reason they might want to turn it on. If you had a macro that was to move, you could use autorun.

The real question you should ask is wtf do people leave the key as num lock for :(

Posted: Wed Oct 15, 2003 12:30 pm
by Mckorr
Dunno. I've had my client set to always run for years, never seen a reason to walk yet. I'm slow enough running, even with Run 3, without slowing myself down more by turning autorun off.

Posted: Wed Oct 15, 2003 12:40 pm
by Lax
Ah, that's why you're confused! :) I believe they meant auto-run as in hit numlock and your character keeps moving forward... not toggle run/walk mode. Yeah, why would they want to toggle run/walk I agree with you there, but different case here