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About Tailcoat

  • Birthday 01/01/1004

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  1. I was thinking of using the pop menus to activate one of 3 macros, which execute the commands, but using "bind" in a macro doesn't seem to be working. Is that just how it is, or did I make a mistake?
  2. For my Warshade, I want to have a different pop menu for each form (with teleport and transform options), but I've been having difficulty setting this up. I want to use E as my bind for each menu, but it's not switching menus. In the code posted below for my Human Form Menu, I've simplified the transform options to just changing the menu to see if I can isolate the problem. Also, since I plan on adding more commands to the transform options, I left the <& &> syntax. If I type /bind E popmenu WSDwarfMenu in the chat bar to change the menu, it works, so I don't know wh
  3. I'd still like to see this fixed if possible.
  4. I think it'd be very convenient to be able to use a dropdown menu when accessing an enhancement storage table so you can select which origin (also including a category for enhancements not bound to any origin) to sort them by. When a table is full of 100 enhancements, it gets tiresome having to scroll through all that looking for something that fits a character, especially if you've forgotten what you put in it. Maybe there could be a further refinement option to search for type of enhancement, like a filter that only shows single-origin, attuned, or training enhancements.
  5. Yes to this! I don't know how hard it would be to implement, but it'd be neat if we could select the cut of a shirt as separate from the pattern, like you choose a tank top or tee and add camo or stripes to it.
  6. In the mission to Defeat Terence and his Helpers (Atlas Park), the waypoint points at a spot on the ground off to the side instead of at the door.
  7. I have a similar problem. I thought it was because I have my graphics set to outline and cel shading, but I guess not.
  8. Is a pop-tray like using an image macro for a power, but it pulls up a pop menu when clicked? I've used a pop menu but haven't heard of pop-trays and would like to know more, if there's information. I noticed lack of cooldown timers being a problem when I tried to replace my powers with identical image macros that automatically cast the power at my target.
  9. How do you get a emailsendattachment command to work when the player's global name has spaces in it? I tried using an underscore, but that didn't work, and neither did using the original space in the name.
  10. When an escort is set to betray the player, I'd like to be able to add defeating them as a new objective. I read a tip about setting it so the player must leave through the level's front door to force them to fight the betraying character, but I tried that and easily ditched the character and left, so that doesn't work. It would be nice if we could add running bystanders that can't be targeted like you see in some levels.
  11. The best I can figure is maybe make a captive with no enemies, so when you walk by, they run off (of course set the objective to non-essential) and I can make them shout something about a monster. Or I can add enemies and somehow find an animation that makes it look like they're just chatting. When the player "liberates" them, I can make the victim NPC do the cower animation.
  12. Is there a way to add running screaming people that can't be targeted?
  13. I'm not sure how convenient it would be. It might be good to fill in for new characters-- like if you are a (Archetype), monitor (relevant stats). But once you start factoring in the many powersets and enhancements, one would have to set other stats individually by character anyway.
  14. I tried that too, but I was using a map with a portal and she just hung out at the portal instead of using the "door" so I guess I'll have to use a map with a real door.
  15. I'm having the same kind of problem, except my Escort has some enemies. After you rescue her, I want the Boss to spawn and for her to follow you and fight. I tried setting up a collection (the Plot Device that summons the Boss), with the condition that it becomes active "after <character> is rescued" but I still get an error. I wasn't sure if the "rescued" option meant that the objective completed when the player frees the ally, or after the player guides the NPC to the destination. What happens if you just ignore the warning? Can you still publish? Once my ally gets to the o
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