taultunleashed logoneed help for "Making a Craft macro" need a SC : SWG Premium Discussions
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need help for "Making a Craft macro" need a SC : SWG Premium Discussions

Posted: November 9th, 2003, 12:17 am
 
randymoss963
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O.K. I was reading the forums and still couldn't get a good macro to work. right now i am making stimpacks B. it requires 3 other parts you need to make. could someone give me a macro list for it, and also give me a Screen Shot so i know how to set it up? thanks :)


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Posted: November 9th, 2003, 7:49 am
 
Admin
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Run XU.

Move yourmouse to the bottom of the screen to bring up the macro window

(you may need to uncheck and check the keyboard/mouse button checkbox)

Click record

Make a stimpack B

Click F12 to stop recording.

Click play


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Posted: November 10th, 2003, 8:13 am
 
drdeath
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Prob with that method is if you fail on one of the subcombines your macro goes to hell :)

You need to get the subcomponents in factory crates, even then you can only do 1 run until one of the crates runs out beacause the order of your resources in your inventory then changes and once again your macro goes to hell.

The only real 'Solution' to this would be to write a script to do it. Keeping track of whats is where in your inventory window will still prove problematic though. The best solution to this would be a crafting plugin that has functions that can loacate something in your inventory and put your mouse in the correct location to double click. Your getting into some serious memory scanning and decompiling then though and I for one aint smart enough to do that.

In short Get factory components for subcombines. Only loop your macro until it runs out of one of the subcomponents.
Or learn assembler and get a copy of a good debugger/decomplier and figure out how the write the plugin.

Sorry if thats not much help but XU is really only best at producing large runs of simple products or grinding the same thing in practice mode. Mass producing Stim B's is better done in a factory.


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Posted: November 10th, 2003, 8:39 am
 
WyvernX
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drdeath, see the thread in this forum on Critical Failures. It is VERY long, and has alot of suggestions on how people have worked around them.


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Posted: November 11th, 2003, 8:02 am
 
drdeath
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Yeah Wyv I read thoose threads (and posted in it too :) ) Problem is makeing something with subcomponents that you have to craft yourself as well. In this example 1 Stim B need 3 different sub components to be crafted first. If you were to try and macro the whole process of first crafting the 3 sub components 1 after another and then crafting the final piece in one long macro then it would only take 1 crit fail on a subcomponent to screw up the whole macro. that why I suggested using factory crates so you can at least make stim B's until 1 of your crates run out. Once 1 runs out then any resources you have in your inventory all move up 1 space and then your stuffed as your macro aint clicking in the right place anymore. You used to be able to sort of work around this by having seperate bags full of crates of each subcomponent open on the screen and then double click on the first crate in the bag to extract 1 item into your main inventory and then click it again to add to the schematic, this worked beacasue when the crate emtied everything moved up one in the bag but beacause you were clicking in the firt slot when everything shifted left you were still clicking on a crate. But they screwed that up when they changed the default action for crates to split. Using the radial menu is too laggy and I havent found a more workable solution yet. When using the ingame crafting macros to do most of the work and XU to add the components you can fly through items and anything that slows this down gets on my nerves :)


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