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Everything posted by AboveTheChemist
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The easiest couple of things to check would be to make sure you don't already have the badge (sounds silly but it happens), and to double check the wiki page for the Expert badge to make sure you hit all the correct plaques. Other than that, I've heard that it is best to get your character as close as possible to the plaque when clicking on it. I don't know if this was related to an actual issue or just a rumor, but it's something I've always done. That badge is just four plaques in three zones so revisiting the plaques shouldn't take too much effort.
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Alphabetic Badge List PopMenu
AboveTheChemist replied to Janrith's topic in Tools, Utilities & Downloads
There is not as far as I am aware, at least not from the HC client itself. It is theoretically possible if you export your earned badges to a log file and then use a third-party program to parse the log and generate a list of missing badges. -
Focused Feedback: Stance Selection
AboveTheChemist replied to Jimmy's topic in [Open Beta] Focused Feedback
I absolutely love the new athletic run option, thank you so much for adding that. I was tinkering with revoking Beast Run and buying Athletic Run, and vice versa, and it all seemed to work fine but I did get a P-string when I revoked Athletic Run (see screenshot). -
To expand on this a tad, as I understand it you could take the code Jimmy posted in that link, edit it, and put it in the right folder within the data folder (e.g. data\texts\English\Menus) and as long as the menu name is the same, it would replace the built-in fast travel menu. I know I've done similar with the 'freebies' menu on Beta, but I think it would work in this case too.
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That usage looks correct to me for making a macro that launches that popmenu. The HC launcher does copy the contents of the data folder from the Tequila install to the new install, so you'll just have to find the new install and drill down into the data folder there to find and edit that menu.
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The popmenu command does not allow a path to be specified. The usage in your quote throws an error as seen below. The proper usage is: /popmenu menuname If I recall, popmenus are loaded from within the data directory when the client starts, so if a menu isn't in the <COH_INSTALL>\data\texts\<LANGUAGE>\Menus directory at client start, then it won't get loaded, and can't be loaded from another directory after the client starts. I haven't tested that, though. To the OP's issue, the data folder in my new HC Launcher install is in the same relative position as it was in the Tequila install, which is the top level of the install directory. It's probably just going to be a matter of tracking down where the new launcher built the new install directory. If I remember from when I ran the new launcher, it wanted to put the new install in a folder called 'HC' in the same directory where my Tequila install was located. For instance, my Tequila install was C:\Games\CoH, and I'm pretty sure the new launcher defaulted the install to C:\Games\HC, which is what I used. If you specified a location other than the default, then you'll have to go hunt it down.
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I have not tested it myself, but I have read that it will not work. The only keys that can be part of valid combinations like this are SHIFT, CTRL, and ALT, I think. I'll try to dig up the reference I read that from and update this post with it. Edit: I am not sure if any of these is the exact place I read it but it is mentioned on the HC wiki /bind page, the HC wiki key names page, and in Shenanigunner's CoH technical guide (page 10).
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Map thumbtacks via slash command
AboveTheChemist replied to AboveTheChemist's topic in Suggestions & Feedback
Thanks for the input! I was super jumping around Skyway the other night hunting Halloween GMs and occasionally left-clicking thumbtacks to mark the next spot to check, and I noticed similar behavior with the z coordinates. -
As far as I know, the only way to place a thumbtack on the map is by left clicking, which isn't always accurate. I'd like to suggest (assuming it is feasible) a supplemental means of placing a thumbtack via a slash command. I envision something like this: /thumbtack X Z Y This would create a thumbtack at the X Z Y coordinates listed, to include the thumbtack icon on the map, the navigational beacon in the game world, and the navigational icon in the compass (which is consistent with current behavior when left-clicking a thumbtack on the map). Issuing the command a second time would remove the prior thumbtack and place a new thumbtack. Or, the command: /thumbtack 0 could be used to remove the existing thumbtack. The command also might be made shorter, such as /ttack or just /tack. The X Z Y format is the same format that the system uses to report coordinates via the /loc command, so coordinates could be copied from /loc output and pasted into /thumbtack input as a means of quickly communicating locations between players in real time via chat. Another potential use of this command is a set of rolling keybinds that could be used, for example, as a self-guided tour of exploration badges in a zone. In terms of fitting into the game, thumbtacks already exist, this is just allows them to be placed via different means and with greater accuracy. GPS exists in the game world (I've seen it mentioned in mission dialogue), and I see this as an in-game analogue of entering an address or lon/lat coordinates into a GPS device and then navigating to that exact destination. I occasionally see requests for a continuously updated display of current coordinates as a navigational aid. I usually suggest the /showfps 3 command in those threads, but I think this /thumbtack command might address that need. Thanks for reading!
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Edit: Please disregard, I believe this behavior is working as intended based on the requirements for earning LRTP. I just made a new villain character, ran them from Mercy to Port Oakes to Pocket D, grabbed the Big Time badge in Pocket D, and did not receive LRTP. I then zoned out of Pocket D back to Port Oakes in case LRTP might award upon zoning, but it did not.
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Villain Disruptor Badge and Tip Missions
AboveTheChemist replied to FoxyPrime's topic in Suggestions & Feedback
Having run the redside version of Chapter 1 many times as well, and after checking my logs against my character badge progress, I believe you are correct. -
Villain Disruptor Badge and Tip Missions
AboveTheChemist replied to FoxyPrime's topic in Suggestions & Feedback
She definitely counts, and has counted for more than a year. Please note my log entries below. In both cases this was the third mission of Chapter 1 of Who Will Die, where the first block from last summer represents an evening of farming that mission about 20 times, whereas the second block from a few months ago represents having run the missions in Chapter 1 approximately once a week over the course of 6-8 months. 2019-06-25 23:54:27 You have defeated Echidna 2019-06-25 23:54:27 You defeated Echidna! 2019-06-25 23:54:27 [NPC] Alastor: ARGH! Useless, idiotic! But no matter, that was enough time for the power to build up! 2019-06-25 23:54:28 Congratulations! You earned the Villain Disruptor badge. 2020-08-22 21:17:58 You have defeated Echidna 2020-08-22 21:17:58 You defeated Echidna! 2020-08-22 21:17:59 [NPC] Alastor: ARGH! Useless, idiotic! But no matter, that was enough time for the power to build up! 2020-08-22 21:18:00 Congratulations! You earned the Villain Disruptor badge. -
I think the image you want is called 'Teleportation_Pocket_D', which you could use in a macro. As for LRTP taking you directly to Pocket D, I think that would just depend on whether or not a specific destination code could be passed to the LRTP power via a slash command, and I have no idea if such functionality exists.
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Great points @Aberrant, thanks for posting that. Point #2 had (briefly) occurred to me previously, but the rest had not. I just started last night to work on implementing my idea and still have some work to do but I'll definitely take these thoughts into account and will likely be back for more discussion once I've gone a little further.
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Villain Disruptor Badge and Tip Missions
AboveTheChemist replied to FoxyPrime's topic in Suggestions & Feedback
I can't speak to the tip missions specifically, but I do know that there are multiple ways outside of safeguards to defeat the NPCs needed for the badge. I don't know which wiki you were using but the HC wiki page for Villain Disruptor is slightly more up-to-date. I know that there are other places not listed on that wiki page (because I don't think that page was intended to be an exhaustive list) where one can encounter NPCs that count, such as Echidna in the third mission of the first chapter of the hero version of the 'Who Will Die' SSA. It does make sense that signature villains in tip missions should count, though, and both Flambeaux and Blast Furnace appear to belong to a villain group that should count so I am at a bit of a loss to explain why they didn't. -
This mirrors my experience, except in my case the time frame is more like past several weeks. My general sense is that I've had an uptick in both quality and quantity of recipe drops. If I can figure out a way to dig this info out of my logs I may do so, otherwise it's just anecdotal evidence. I do take advantage of the Ouro day job, but logging out in Ouro is something I've been doing for at least a year now.
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tracker Badger - CoH Badge Tracker Website
AboveTheChemist replied to KeyboardKitsune's topic in Badges
Sorry you are having trouble with it. On the previous page I posted some instructions for importing one's chat logs to populate the badges in the tracker. Please have a look at those instructions, I hope they clarify the process for you. -
As alluded to above, the unofficial Homecoming wiki overall is a work in progress (and several of us are working diligently on it), but the enhancements info (including the page below and all the linked enhancement set and individual enhancement pages) should be fully up-to-date: https://hcwiki.cityofheroes.dev/wiki/Enhancement_Sets
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Focused Feedback: Map Changes
AboveTheChemist replied to Jimmy's topic in [Open Beta] Focused Feedback
For anyone curious how this will impact coordinates (badge coordinates, for example), here's how. Coordinates in CoH are reported in the form of X, Z, Y. To translate coordinates from the existing (non-rotated) map to the new map (rotated 90 degrees counterclockwise) use the following formulae: XNEW = - YEXISTING (note the negative sign on Y) YNEW = XEXISTING For example, the current coordinates (on live) for the Hangman badge are (-1,193, -165, 1,133). The new coordinates (on beta) are (-1,133, -165, -1,193). PS - thanks to the PVPers who let me collect data in peace while I was there! -
I've added the badge tag and settitle ID for the new Kallisti exploration badge to my post above dated Oct 26. One other tidbit I noticed in the badges bin:
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I'm still in the testing phase at the moment, but I am working on a way to generate travelling salesperson solutions for all the badges/plaques (and I might do a separate version for just badges) in a zone, to plot out a (more or less) optimal path for gathering same. I was thinking of making it available as a module for my offline map viewer, but if there is interest I think I could offer it as a modified version of vidiotmaps, viewable in-game without needing external resources. There is a lot of work between now and then, but I was hoping to publish an initial set of maps in the next week or two. I'll probably show redside some love and use the Rogue Isles maps as my first test set of maps. I really wish there were a slash command to create thumbtacks on the map (something like '/thumbtack <coords>'), then I could just implement this as a set of rolling keybinds and it would function much more like the tour guide NPC idea. As far as I know, though, such a command does not exist.
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Correct. In the menu I linked to, I set it up so that the emotes that I listed above were greyed out until they had been appropriately earned, at which point they were usable from the menu. I don't think the 'snowflakes' emote (from the wiki link) is locked anymore, because I've used it and am fairly certain I have never bought anything from the Candy Keeper. I'll test it tonight and update the wiki to reflect that.
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Yes, there appear to be 5 locked emotes (based on some work I did early this year). They are: listenstolenpoliceband matablet dice7 GhoulFlex tantrum
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I was on a small tip team tonight and we gave the banners a whirl once the event popped up, but we couldn't pull in enough help in time to make much of a dent in the banners. Going to keep trying though! If anyone else is interested just let me know!