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yzdragel

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  1. Good choice, can also be a frustrating click location. By the way, the P at the end of the command is short for the word Peregrine Island. The last command is supposed to be for the map you're on, but it doesn't seem to do much. However, if it's omitted entirely, you'll get a system message like: Usage:enterdoor takes 4 args, you gave 3. . enterdoor <vec3> <string> Another tip is to omit the decimals, particularly if you're doing a combo macro. That level of precision isn't required for the macro to work, so like: /macroimage "WheelofFortuneFortune" "LvOro" "enterdoor 260 670 -765 P" Works just fine.
  2. srmalloy, the macro only includes one of the adjacent doors. So it's not an issue of the macro ignoring a second command to one of those doors, the adjacent door locs are intentionally omitted to avoid the duplicate click issue. For the first floor macro, it triggers the far left door, 1 left corner door, 1 center door, 1 right corner door, and the far right door. That's why there're only 5 enterdoor commands even though there are 8 doors on the bottom floor. Regarding the other issue, I'm not sure what that is. You're saying a single click of the macro resulted in a door that stayed open for 5 minutes without any additional interaction? And that mobs spawned from that door and immediately despawned? Weird behavior for sure, but it would seem that a mouse click might've had the same effect as weird as it was. When I tested the macro, I didn't see that behavior so not sure how to reproduce it.
  3. Good observation. I think two enterdoor commands for nearby doors actually clicks both doors, so you get one door clicked, the other will give you the dialog because it was too soon. To avoid the dialog, I didn't include adjacent or close doors in the macro.
  4. Okie, you can try: /macro_image "DilemmaDiabolique_Diabolique_RepulsionField" "LAMDOOR" "enterdoor 5185 -75 146 P_LambdaSector$$ enterdoor -2533 -1539 742 P$$enterdoor -2265 -1539 611 P$$enterdoor -2384 -1572 503 P$$enterdoor 8769 -716 515 P" That will open the center door (outside), first nade elevator on the left, middle acid elevator on the right, center door (inside), and hospital exit door.
  5. The issue with interact is it will interact with other things in the way, like NPCs, Players, and Pets. It doesn't have a long range, maybe <10ft? You can't stand in the middle of the space and use them to activate doors, for example. You have to be close. Not sure it could be exploited by an AFK MM. Maybe at most they could activate either of 2 close doors every 5 mins or whatever the individual door cooldown is. Maybe the fix/alteration the hcwiki references was that you could do it from further away?
  6. While I enjoy participating in the Halloween TOT events, I find it difficult to click on doors, especially when pets, players, and NPCs are crowding the spaces. I made a couple macros based on floors 1 and 2 of the murder hotel in Peregrine Island. /macro_image "Brawling_ComboLevel1" "FLR1" "enterdoor 592 0 -2755 P$$enterdoor 569 0 -2733 P$$enterdoor 602 0 -2685 P$$enterdoor 654 0 -2647 P$$enterdoor 678 0 -2669 P" /macro_image "Brawling_ComboLevel2" "FLR2" "enterdoor 698 16 -2666 P$$enterdoor 678 16 -2648 P$$enterdoor 656 16 -2625 P$$enterdoor 600 16 -2663 P$$enterdoor 585 16 -2678 P$$enterdoor 546 16 -2733 P$$enterdoor 568 16 -2756 P$$enterdoor 590 16 -2778 P" Those macros allow you to press the macro and attempt to enter any of several doors on the 1st or 2nd floor of the hotel. I want to share these macros with players during the event to help encourage door clicking. However, I'm concerned that these might be considered exploits The Homecoming Wiki entry for this slash command (https://homecoming.wiki/wiki/Enterdoor_(Slash_Command)) has the following note: "Note: For missions such as task forces that have the same door every time, speedrunners often used /enterdoor macros to click on them instantly. This command was considered an exploit by Homecoming and was altered in Issue 27 Page 4." Is it OK for players to use these macros to make it easier to click doors?
  7. Not sure what the term is, but I call it hotlinking text when you put brackets around a power so that players can click on it in chat. The Hologram Matrix / Costume Matrix does not become clickable when placed in brackets. It also cannot be dragged to a chat to populate the chat. Other powers can, for example, dragging the Enchanted Toy Bat (Villain) to the chat will populate with: [Power:Enchanted Toy Bat (Villain)] etc
  8. The Hologram Matrix (aka Costume Matrix) accolade allows you to summon pets. However, the new Mini Avatar of Achlys cannot be summoned via the Costume Matrix. Other pets, include the new Mini-taur in the Fog and Mini Benefactor in the Fog, can be summoned from the Costume Matrix The Mini Avatar of Achlys is accessible via Pet Summons, Signature Pets, Villains
  9. That is very cool, TauntingMonk! Not sure how you got there, but that took some skills.
  10. Thanks, I thought it was noteworthy just because of the named GIant Monster. I assume he'd give badge credit, too. But he wasn't related to the secret rooms. I found Jack's Realm later. What are the 5 colors for the ones above? Colonnade = White? What were the others. I was in Jack's Realm, the DE spores map like in Aeon, but didn't recognize what color it was associated with, Yellow maybe?
  11. There is a part of the map that has the Giant Monster Caleb near a throne room in what I think was a Purple zone. Not sure if this is one of them. [1291.7 -250.1 -1333.1], [Edit, pretty sure this is not one of those areas as it wasn't a ??? area and didn't get a warning.] I did hit one of those zones but didn't realize what I was supposed to do so didn't /loc it or see what was in it before I got ported out.
  12. Ah, thank you! Although, I messed around with it and I think it's: chat_load_file or chatloadfile like: /bind F "chat_load_file C:\Games\CoH\settings\live\chat.txt$$powexec_toggleon Fly" When I tried to use chat_load_file_silent it didn't work and I don't see that command in HC Wiki either. Also, when I tried just doing it as a bind_load_file or bind_load_file_silent it says it's doing it, but it doesn't seem to be actually doing it. For example, I removed all the event messages from a tab called Event then loaded the file and it says in System chat: "Keybinds file loaded: C:/Programs/Homecoming/settings/live/chat.txt" but it did not change that Tab. When I do the chat_load_file I get: "Chat file loaded: C:/Programs/Homecoming/settings/live/chat.txt" and it does change the Event tab to include those 4. I can use this as a workaround though. 😄
  13. Is this Face Turn badge meant to be something that is not disclosed in the patch notes? I don't see it above or missed it.
  14. This is somewhat tangential, but I frequently change alignments (especially from Rogue to Vigilante and back). There is a way to add Hero Zone Event Messages, Villain Zone Event Messages, and Praetorian Zone Event Messages to chat windows. However, if you add all three to a chat and then change from blue to red or red to blue, you will lose the corresponding alignment zone message. For example, If you go from Vigilante to Rogue, you chat message unhelpfully deletes the Hero Zone Event Messages from any chat tabs. Similarly, if you are a Rogue and then change to Vigilante or Hero, you can no longer see Villain Zone Event Messages. Because of this recent pass on Giant Monsters (which are often detected in Zone Event Messages), I'd like to request that you please stop the game mechanic that removes the Zone Event Message of the alignment you shifted from. It's a minor annoyance, but having to add it back to chat tabs is annoying whenever I switch sides. Thanks and keep up the great work!
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