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[ 5 posts ] |
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 Keys that dont affect chat? : EverQuest 2 Premium Discussions
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Posted: May 5th, 2005, 10:43 am
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redman
redman's Reps:
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I'd like to "fix" our harvester for a start and perhaps other macros so that one can sit and chat whilst harvesting without getting messed up chat messages.
"wasd" keys = bad for spamming!
Arrow keys are used in chat as well, for scrolling to last chat messages. Someone mentioned modding harvester to drive by arrow but that's a really bad idea considering that once a chat window has the input focus, it eats all up and down arrows until you hit enter.... with a spammed letter you can kinda backspace out your command and hit enter to give control back to the script but with arrows you couldn't keep up.
Changing harvester to use /useability is a great idea too.. credit to TheWatcher.
F9-F12?
Basically I'm looking for a list of keys that have zero effect on chat...
Once we have that figgured, the next step will be to mod the harvester, and possibly the crafter scripts to play by those rules.
Modding the crafter to drive the ALT hot key bank instead would rock... no more having to pause crafting to chat.
It might be a bit of a pain to set up as it relys on non-default key set up. Still, it's much better than sending ...
/gu Naaaaaight bddddddud.
I'm suggesting that if we can get this sorted that it should be considered bad style to code usage of keys that affect chat.
So what keys are safe?
Function keys1-12
Home/End/Ins/Del/PgUp/PgDown
Many Ctrl / Alt keys... Can we send ctrl/alt modified keys directly without having a 4 liner for press alt, press key, release key, release alt?
RedMan
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Posted: May 5th, 2005, 11:12 am
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redman
redman's Reps:
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I finally found the XUScriptHost documentation...
Public Sub ScriptHost.KeysUp(ByVal vkKey As Integer) 'String of Keys Up
Public Sub ScriptHost.KeysDown(ByVal vkKey As Integer) 'String of Keys Down
and...
XUScriptHost.SendKeys(keys As String) 'Sends a string of keys. See Note below for special keys.
I think the movement keys where we want to be holding them down for a period of time... would be a bad idea to use alt/ctrl modifiers because if I understand correctly, we'd end up holding down the modifier (Ctrl/Alt) for that whole time which would prevent chat.
Not a bad idea for the crafter macro to use sendkeys to hit one of the secodary/tertiary hotkey banks rather than the primary.
RedMan
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Posted: May 5th, 2005, 7:10 pm
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retsek
Total Posts: 46
Joined: March 30th, 2005, 3:44 am
retsek's Reps: 0
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Next release has configurable movement keys. So set them how you like. Actually if you really wanted to you could simply define the "hotkey" as the /useability mining instead of the number 1 etc... set up to work that way just not recommended as is very easy for them to detect if they wanted to.
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Posted: May 5th, 2005, 7:12 pm
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retsek
Total Posts: 46
Joined: March 30th, 2005, 3:44 am
retsek's Reps: 0
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Oh other thing I"m working on is pausing script when you hit "ENTER" so you can type with others then it will pick back up on the second "Enter".
May be a couple updates from now before it is solid enough to post but it is one of my biggest goals atm.
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Posted: May 6th, 2005, 6:14 am
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redman
redman's Reps:
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Pausing on enter sounds tricky, might be easy to get out of sync with the actual interface somehow. I'd think perhaps a small control panel window with a pause button on it... maybe a couple of other buttons to skip to the next waypoint... cant think of anything else but a little window might be usefull once you started thinking of things that could go into it.
As far as /usability being "detectable" I don't think it's any worse than actually using the harvest ability from a hotkey??? Does anyone actually use those buttons? When harvesting manually I always just clicked on the resources themselves.
RedMan
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