-
Posts
769 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by BlackSpectre
-
DEVS: Can you figure out a way to get this bind to work?
BlackSpectre replied to BlackSpectre's topic in Help & Support
It seems the color and other HTML tags are being interpreted literally when used as a bind and therefore don't function. So this: K "conprint "<color red><color2 red>Hello There!"" is rendered on the screen as: <color red><color2 red>Hello There! This indicates without a doubt that there is some issue with the bind code behind the scenes. Honestly, this might be a super easy fix for a dev. Code that works is already present in the code for macros, so a simple copy and paste might just work. Although knowing how code is all interconnected, it might not be as easy as that. To that end... TWO CUPS OF STARBUCKS COFFEE TO ANY DEV WHO FIXES THIS ISSUE! (and multiple devs working on it will get coffee too!) Eligibility: Any individual who contributes to fixing this problem so that the HTML tags for /Conprint (and possibly other commands) will function in a keybind. A valid email address, HC forum account to send a private message, or in-game global name to send via in-game email is required to send the coffee link. Just let me know which you prefer. Incidentally, fixing this might also fix the long standing bug using /petsay with emotes Petsay (Slash Command) - Unofficial Homecoming Wiki An lastly, as long as I have your attention, is there a way for /conprint to link to an external website such as City of Data2 or BadgeReporter, etc.? That capability would be very useful in player made popmenus and other tools. I'm not very good at thinking about security or possible player exploits, so I leave that up to you. -
macro help with costume change please?
BlackSpectre replied to Tactic21's topic in General Discussion
You could just go visit the Homecoming Wiki. https://homecoming.wiki/wiki/Costumes https://homecoming.wiki/wiki/Costume_change_(Slash_Command) -
DEVS: Can you figure out a way to get this bind to work?
BlackSpectre replied to BlackSpectre's topic in Help & Support
Yep. Same result. -
DEVS: Can you figure out a way to get this bind to work?
BlackSpectre replied to BlackSpectre's topic in Help & Support
Very cool! Did Faultline mention any way to make them work with a bind? I did discover that at least the color tag will work in a macro, and as a command in a popmenu. -
DEVS: Can you figure out a way to get this bind to work?
BlackSpectre replied to BlackSpectre's topic in Help & Support
Wow. That shouldn't have worked, ATC! I guess my understanding of what's going on in the background of popmenus and binds is slightly off. Still, the color tags are apparently treated literally when used as a bind, so they show up in the output too. This KEYNAME "conprint "<color blue>your text here"" renders this <color blue>your text here That's a regular color tag in game. It would be wonderful if we could use that and the other HTML tags Vanden discovered. /Conprint -
DEVS: Can you figure out a way to get this bind to work?
BlackSpectre replied to BlackSpectre's topic in Help & Support
It's not necessary. I guess it doesn't matter to the game. -
DEVS: Can you figure out a way to get this bind to work?
BlackSpectre replied to BlackSpectre's topic in Help & Support
No. The problem is that it ends up with quotes inside of quotes, which the game doesn’t like. /bind K "conprint “<color red><color2 red>Hello There!” " Using it as a straight slash command in the chat box works: /conprint “<color red><color2 red>Hello There!" notice there’s no quotes inside of quotes. I’ve tried the custom delimiters used with popmenus and custom windows, <& &>, but no go. Then I tried other versions of the same quote character, colons, semi-colons, commas, spaces, non-breaking spaces, and a lot more. I’m stumped. You’re welcome to play with it in game, and if you figure it out I’ll buy you a Starbucks coffee (I’m not kidding), but it might be that only a dev can figure out something like this. A player named Vanden recently updated the /Conprint page with a ton of new and freakin awesome capabilities. It’s a shame not to be able to use them in binds. -
Beta Testers Needed for Xbox Wireless Controller Setup
BlackSpectre replied to BlackSpectre's topic in General Discussion
UPDATE: Removed Pet Targeting binds, and added a section of Pet Commands. Far more useful. 🙂 -
Beta Testers Needed for Xbox Wireless Controller Setup
BlackSpectre replied to BlackSpectre's topic in General Discussion
Thanks. I'm the TYPO KING!!! LOL I've been finding a few mistakes in the keybinds that I've fixed over the last couple of days. Until its finalized, it's probably best if you copy/paste the whole bind set from the wiki and reload it into your character daily. You'll know it's finalized because it will disppear from my test pages and will appear on the Wiki proper. I tested the keybinds with a gamepad doing several level 28 missions today. I have to say, it's peforming admirably. The first 2 missions were a little rough because I wasn't sure which buttons to press to perform what action, but once I got that down things started to moving along nicely. No untimely deaths. I was able to keep up with the rest of the team, and was even able to rescue a player once and prevent their untimely death. Movement is pretty darn nice with a gamepad, especially with Super Speed. The ability to weave in and out quickly is actually better than when using the mouse. I was surprised. I also was able to activate a couple powers faster than I normally can on a mouse. Again, surprised. I wonder if that will be true for all powers once I get more comfortable with it? I'm a little conflicted about the reverse order of buttons to power slots. Power slots go left to right, and the button setup goes right to left. I put power slot #1 on the A-Button, and then it goes clockwize, and then left to the D-pad. I did that to play to the right hand as the main button masher, but there is a little blip as my brain readjusts. Not sure if it's bad enough to warrant changing yet because it could easily just be due to unfamiliarity. The alternative is to start with DPadDown as power slot#1 and then move right to the face buttons. What are you thoughts after trying it out? -
Tip: Close Windows and Dialog Windows Without the Mouse
BlackSpectre replied to BlackSpectre's topic in General Discussion
Just use /gamereturn no window name necessary -
Tip: Close Windows and Dialog Windows Without the Mouse
BlackSpectre replied to BlackSpectre's topic in General Discussion
I don't know for sure, Ukase. I can tell you that on a BAF trial, if you don't choose the reward inside the mission, you can just leave the reward window open and then choose it once you've exited the BAF. So it's possible that just logging out before choosing the reward will keep it available until you log back in, but I've never wanted to try this because it would risk losing my reward just to find out. As for minimizing (i.e., closing) the reward window, /gamereturn should do it, but you'd need to know the name of the window to be able to open it again, which I don't. It might open automatically when you log back into the game, though... but again, never wanted to risk it, so I'm not sure. -
Those of you who play support toons, especially healers and buffers, know that using the /select command is far superior to the /target commands because you can select your teammates even if they're not in line of sight. However, one problem with using /Select is that each /Select bind you make can only Select 1 teammate. So you'll need 8 keys with a different bind on each to be able to select all 8 teammates. Most people don't have a real problem with that since the SHIFT+F1 F-key binds are already there. Some people bind the /Select command to the Number Pad keys (like I do), but you're still only selecting one at a time using a single bind for each and it's fairly slow going. Wouldn't it be nice if there were NEXT and PREV /Select commands to cycle through the whole team quickly? Well... look no further! The following creates 2 macro buttons in your Power Tray #6, power slots 3 & 4 using the /MacroSlot command. Note: any macros already in those power slots will be deleted, so move them out of the way. STEP 1: Copy the zip file attached to this post, and copy it to C:\Games\Homecoming\Settings\Live\Binds\ . If "Binds" folder doesn't exist, then create it. Then Extract the contents of the zip file into that same folder. It will extract 8 text files named "TeamSelect#". SETP 2: Copy and paste the following bind string into the Chat box in game. /macroslot 53 "Setup" "bind_load_file /binds/teamselect1.txt" STEP 3: Click on the newly created macro named "Setup" and both macros will automatically be created and configured. Done. NOTES: You can have the macros take up different power slots in your trays, but you'll need to edit each of the text files with the new MacroSlot numbers. See /MacroSlot for more information. You can also, of course, use the same bind strings to use on keyboard keys or mouse buttons. If you'd like to do that, edit each text file and delete the beginning of the bind strings $$macroslot 53 " 8► Team Select Next" and replace it with the desired Key Names. So your new bind strings in the text file would look something like this: RIGHTARROW "teamselect 1$$bind_load_file /binds/teamselect2.txt" LEFTARROW "teamselect 7$$bind_load_file /binds/teamselect8.txt" and initially you would need to load in the text file into the game once it's all set /bind RIGHTARROW "bind_load_file /binds/teamselect1.txt" Archive.zip
-
- 2
-
-
Base trainer "Midnighter Loremaster" bugged
BlackSpectre replied to Bleak Sun's topic in Help & Support
So was @Bleak Sun trying to interact with a SG base that they didn't have a code for? I thought you couldn't get inside someone else's base without a code with one exception... if you're on a team with the base owner and use a SG portal to access? -
Sometimes it's just hard to click that tiny corner button on a window to close it. Maybe you got invited to a team but you don't want to reach for your mouse. OR... maybe you'd just like a big macro button in your power trays to click on instead of those pesky window corner buttons? Well never fear! The /gamereturn command can come to the rescue! This command closes ALL dialogs and non-essential windows in one go. But if it closes a window you don't want closed, no problem! Just add the /show_window command after it to re-open those windows at the same time! I admit I'm a little crazy. I like a button that can cancel EVERYTHING!!! So I turned my ESC key into one! Mu ha ha ha ha ha ha! Behold! The ALL POWERFUL CANCEL BUTTON!!!! /bind ESC "unselect$$powexec_unqueue$$powexec_abort$$gamereturn$$show tray1$$show tray2$$show tray3$$show map$$show pet" I run with all 3 power trays from the Tray window, plus 3 additional floating trays, the Map window, and the Pet window. It's my standard setup for the UI. The bind above removes these "extra" windows and puts them right back! According to the Wiki, the windows that are immune to this effect and will remain after executing /gamereturn are: Status Tray Inspirations Target Chat Nav Attribute Monitor Custom Window I hope you enjoyed finding out about the /gamereturn (AKA /Window_Close_Extra) command. I'll try to regale you all with another obscure command next week. Until then... keep the city safe, cirizen!
-
Go to User:BlackSpectre/Testthis3 - Unofficial Homecoming Wiki for instructions to setup an Xbox Wireless Controller. Intention: Make setting up and using a gamepad quick and easy (or at least easier than it is now) for new players. Keybinds: This is a "universal" keybind set. Meaning, it is plug and play. It works for every character without modification or customization, and gives the player access to as much of the game as possible through a gamepad. Playability: Considered finger strain, finger reach, economy of motion, and other ergonomic factors. Gameplay: Attempted to organize button functions in groups to help with memory. Designed for flow and ease of combat. Tried to include most of the major game functions on the gamepad to reduce the need to use the mouse and keyboard. Limitations: Small number of buttons. The bug in /Controller_Modifiers removed at least 15 possible button combinations from gamepads. As such, the decision was made to "double up" as many non-conflicting commands on one button as possible. No non-movement binds were placed on the analog sticks in order to maintain fluid movement in combat and elsewhere. Please consider all of the above when testing out the setup. I'm competent, but I'm not perfect and all knowing. Please make suggestions and comment in this thread. Also, please keep in mind that anything new is difficult, so giving it a little time to get comfortable with the new controls before you make a judgement is a good idea. That said, I'm looking forward to hearing about what you think! Lastly, thank you. P.S. If any Devs are reading this, please help too. The final version of this bindfile might be suitable to replace the obsolete Joystick keybind profile (or to create a new Gamepad keybind profile).
-
That's pretty cool UA. I'm going to try to translate your binds into a XInput format for a non-keyboard emulating gamepad (I might need your help, I'll let you know). I figure I'll get that done first, and then branch out to keyboard emulators after. This has been a pretty big project. I've already worked about 2 weeks on it, so the forum posts I've run across about players wanting to use a gamepad but giving up in frustration is completely undersandable. Especially now that I'm aware of all the bugs and weird quirks. I've been scouring the forums for gamepad bind configurations, and based on the few I found, it appears the gamepad binding systems used to behave differently... even as little as 1 and a half years ago. 1) The the gamepad bind string hierarchy wasn't an issue. A Controller Modifier key did not need to come first in the bind string when using a modifier chord key/button bind, with Extra Modifiers needing to be second. Nor did modifier/chord binds need to be placed at the top of the bindfile. So a lot of my free time yesterday was spent going through those bind files and switching button names and binds around in the bindfiles. The modifer/button hierarchy can be worked around, as long as you're aware of the issue. It's a hassle compared to what little was required before. It's actually not a super painful change. Players can work with it. 2) Also since people's bind files utilized all 6 modifiers, it's not unreasonable to assume that the /Controller_modifiers command worked without issues 1 1/2 years ago or less too. Something's happened between now and then that has made working with gamepads excruciatingly difficult... if you don't know how to navigate around all the problems. One thing is becoming very clear... the more modifier buttons you have, the more binds you can have on your gamepad, and since gamepad's have so few buttons/keys compared to a keyboard and mouse, losing the second Controller Modifier to the bug is a big hit. The loss of that one controller modifier costs the gamepad user 23 different key combinations. Just consider the fact that gamepads need at least 20 binds just for 2 trays of powers, whereas a keyboard/mouse user doesn't need any for 9 trays of powers. All they have to do is click on the power slots. So, the fact that /Controller_Modifiers is bugged is a pretty bid deal. ************************************************************************************************************************************************************ I also updated the wiki with the new knowledge and undstanding that I've gained. The pages for /controller_modifiers, /Extra_modifiers, and /controller_vmouse are all updated. I'm still working on my Game Controllers Setup article, but I need to settle on what bind configuration I'm gong to use as the initial base setup for new players. I'm tempted to just leave it as is with @Telephone's bind setup as the default, but that's the lazy way out. That said, it's not as easy as it sounds. There are a lot of different ways to go. One player has in their bind configuration about 30 different button combinations that are supposed to be used for individual power binds like /powexec_name "fly." Although it's workable, using a bind setup that needs to be reworked for each character is not the best in my view. A setup that is versitile enough to be used for every character without needing to customize it is probably more useful/important. At least on this score, @Telephone did a good job. Just deciding on what button or button combination activates a travel power is a big deal because its location on the gamepad has to be considered along with all of the other requirements for gameplay. The biggest problem I'm wrestling with right now is settling on the way that powers are activated, but I have to consider combat mechanics along with it. That means taking targeting, inspiration use, and movement into consideration, in addition to button location and efficiency of use, is important. Wish me luck.
-
Just a quick note: The confirmation message "Key binds were reset." sent after using the /unbindall command is printed to the Error chat channel instead of the System chat channel.
-
Now that I've re-created @Telephone's gamepad binds, I see what you mean. Their gamepad binds can only activate power slots 1-8 and inspiration columns 1-4. It's a huge limitation not being able to use power slots 9 or 0, or inspriation column 5. I'm now gong to take a much closer look at your binds, UA. I might not recommend @Telephone's binds at the wiki afterall. I need a set of gamepad binds that work for as much of the game as possible as a starting point for players. Honestly, I think that a controller whose buttons emulate keyboard keys might be the better way to go right now. I bet there's some software that could do it. OK, I'll start looking for it... UPDATE: Wow, that was fast! I already found some apps that will turn gamepad buttons into keyboard buttons: For Xbox controllers only: Xbox Accessories app (free) For all controllers: AntiMicroX (free) DS4Windows (free) JoyToKey (paid) reWASD (paid) There's some that can supposedly be used on a Mac too: Enjoyable (free) Gamepad Mapper (paid) Joystick Mapper (paid) AntiMicroX (free) I haven't tried any of them so I can't recommend any of them. Double check whether or not the app supports your specific gamepad.
-
The patch notes for Issue 27 Page 1 (November 2020) state: This does not appear to be the case. The above seems to be saying that a bind such as EXTRAMOD1+EXTRAMOD3 would not work... but it does. What it should state is button names assigned as Controller Modifiers (JOYMOD) must come before buttons assigned as Extra Modifiers (EXTRAMOD) in the bind string for the bind to execute as intended. And Extra Modifiers (EXTRAMOD must come before single Key/Button names. So EXTRAMOD2+JOYMOD1 will not work, but JOYMOD1+EXTRAMOD2 will work. Looks like the XInput API was added to Homecoming in 2020. The new GameInput API was released in 2021. Just throwing it out there, but this might be the cause of some of the problems. That said, the whole gamepad system seems to be a bit unstable, necessitating restarting the game when it goes awry. Things like the mouse cursor dissapearing or zooming in and out not working while in virtual mouse mode, extra modifier buttons not working until the left analog stick is moved, etc.
-
Next I tried putting the Right Trigger AFTER any other button names in the binds, but then none of them appeared in keybinds.txt except for JOY5+JOY8 "Prev_Tray_Alt" and JOY6+JOY8 "Next_Tray_Alt" . I also tried swapping the modifier buttons around with /controller_modifiers 8 7, and although the Right Trigger now worked, the Left Trigger stopped functioning. So it seems like a problem with the /controller_modifiers command. Ok. The Left Trigger is simply not working as a modifier key. DPadLeft+Rtrigger behaves as if only Rtrigger was bound. I tried these settings: /controller_modifiers 7 7 /extra_modifiers joy5 joy6 joy8 to see if I could get the Right Trigger to work as an Extra Modifier button, but that didn't work either. So then I tried a different combination. /controller_modifiers 5 7 /extra_modifiers joy6 joy8 This allowed both triggers to work, but now the Left Bumper didn't work. Ok. The problem is definitely the /controller_modifiers command. What if we got rid of /controller_modifiers completely, and just used /extra_modifiers for both triggers and bumpers? So I tried: /controller_modifiers 21 22 /extra_modifiers joy5 joy6 joy7 joy8 IT WORKED!!!!!! ALL BINDS AND BUTTONS ARE WORKING CORRECTLY!!!!! EUREKA!!! Holy crud, this was a real headache! I set the /controller_modifiers to JOY21 and JOY22 because I've never seen any weird key or button name for those pop up when testing in the game's Options--> Keymapping tab, and it's best to get the controller modifiers out of the way just in case they cause trouble in the future. Additionally, the buttons on an XBox Wireless Controller only go up to JOY12. However, I have seen JOY24 and JOY25 pop up in the Keymapping tab over the years. Just FYI. ******************************************************************************************************************************************************** So to sum up how I got the gamepad binds to work on my Xbox Wireless Controller... 1) Reset all keybinds (/unbindall). Then use /bindsave to overwrite keybinds.txt. This is to clear keybinds.txt of any button names that have been previously tagged as modifier buttons (i.e., JOYMOD or EXTRAMOD). We don't want those loading in from somewhere to accidentally mess things up. Alternately, you can go through keybinds.txt yourself (located in C:\Games\Homecoming\Setup\Live\ ) and delete all modifier binds you find, then save the file. 2) Set the second /control_modifier to use a button that will actually never be pressed/used (such as Joy21 and Joy22). For example, /controller_modifiers 7 22. 3) Use /extra_modifiers to assign all triggers and bumpers as modifier buttons. For example, /extra_modifiers joy5 joy6 joy7 joy8. 4) When using modifier/chord binds, Controller Modifiers (JOYMOD) must be written first, at the beginning of a bind string. Extra Modifiers (EXTRAMOD) come second, and all other key/button names come third. The following sequences work fine: JOYMOD+EXTRAMOD, JOYMOD+ButtonName, EXTRAMOD+EXTRAMOD, and EXTRAMOD+ButtonName. Note: Whether JOYMOD+JOYMOD works is unknown at this time since JOYMOD2 is currently inoperable. UPDATE: I'd wager that making a chord/modifier bind consisiting of LeftTrigger and RightTrigger is not possible due to hardcoding in XInput. So it's not the buttons assigned as Controller Modifiers that matters, it's the left and right triggers themselves. 5) Place all modifier/chord binds at the top of any bindfile being loaded into the game (before any single button binds).
-
UPDATE#3 So... thinking about bind string conflicts and how the strings can be truncated when 2 binds are executed very quickly, it occured to me that maybe if a single modifier button is bound first, it might come into conflict with a modifier/chord button. In my gamepad.txt file, I have all of the modifier/chord buttons at the bottom of the file. Assuming they load in after the binds at the top of the file, I decided to test that and put all of the modifier/chord binds at the top. THAT WORKED! Kinda. Now all the binds show up correctly in keybinds.txt (although JOY8 "nop" oddly shows up in the middle of the text instead of with the other modifier NOP binds, which indicates to me that something is still wrong). The only problem now is that modifier/chord binds that include the Right Trigger (JOY8) and the D-Pad or Face buttons don't work at all! None of my modifier/chord binds using JOY8 work except for the 2 that use the Extra modifier buttons (i.e., bumpers). KEYBINDS.TXT
-
Also, if these binds are loaded in they will NOT function at all (but at least they show up in keybinds.txt): JOY8+JOY5 "Prev_Tray_Alt" JOY8+JOY6 "Next_Tray_Alt" but if you switch the key names around, then they work. Like so: JOY5+JOY8 "Prev_Tray_Alt" JOY6+JOY8 "Next_Tray_Alt" You might think that the rule of thumb is that modifier buttons must come first in the bind string before any other key names, but the above contratdicts that notion. We can't even infer this rule: "Modifier button names must come first in the bind string. However, if a trigger (joymod) and bumper (extramod2) are used together, the bumper (extramod) must come first in the bind string." Why? Because these binds contradict that rule and yet work just fine: JOY7+JOY5 "Prev_Tray" JOY8+JOY6 "Next_Tray" Maybe there's another rule that might work? Maybe.
-
UPDATE#2 I switched the order of the modifer button and the regular button in the bindfile so that the modifier button comes first. So instead of "JOY3+JOY8 ", I loaded in "JOY8+JOY3", and most of those binds showed up in keybinds.txt. However, JOY8+JOYPAD_DOWN "powexec_altslot 4" is missing. Or rather its equivalent, JOYMOD2+JOYPAD_DOWN "powexec_altslot 4" is missing. In addition, now this bind showed up out of nowhere in keybinds.txt: JOY8 "4"" Note: The 3 quotation marks are not a typo. It's in keybinds.txt just as you see it. It looks like, for some weird reason, +JOYPAD_DOWN "powexec_altslot was deleted by the system from JOY8+JOYPAD_DOWN "powexec_altslot 4", and the 2 parts that were not removed where put together to form JOY8 "4"". That would be my guess anyway. And this is now CONSISTENT.
-
UPDATE: Today I reset all of my binds using /unbindall. Then I used /bindsave and after the only thing left in keybinds.txt was "KeyProfile Classic" and "UnbindAll". Then I used /bindloadfile to load in the gamepad.txt file below. Then I used /bindsave to save the new binds to keybinds.txt. Now when I press the Right Trigger (JOY8), it executes the 8th power slot in the Alt tray slot (i.e., powexec_altslot 8 ) whenever I press the button. I did NOT bind that command to JOY8. I bound "NOP" to that button. However, looking at keybinds.txt, I find the following bind: JOY8 "powexec_altslot 8" I did NOT create that bind, the system did all by itself. In addition, all of the binds using Powexec_AltSlot are MISSING from keybinds.txt and do not function in game. The system deleted them. JOYPAD_LEFT+JOY8 "powexec_altslot 1" JOYPAD_UP+JOY8 "powexec_altslot 2" JOYPAD_DOWN+JOY8 "powexec_altslot 3" JOYPAD_RIGHT+JOY8 "powexec_altslot 4" JOY3+JOY8 "powexec_altslot 5" JOY4+JOY8 "powexec_altslot 6" JOY1+JOY8 "powexec_altslot 7" JOY2+JOY8 "powexec_altslot 8" This behavior is CONSISTENT. I've now reset my character's binds and reloaded in my gamepad.txt several times... same result. GAMEPAD.txt KEYBINDS.TXT