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Starhammer started following emersonrp
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An "alias" command would be sorta amazing. I'm the author of BindControl <https://github.com/emersonrp/bindcontrol> so I'm always tinkering with keybinds and trying to cobble together interesting functionality for it. I'm probably resigned to using the sequence-of-keybinds strategy for slotting Incarnate Abilities, but figured posting here couldn't hurt, and maybe someday....
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Currently it's basically not possible to make a keybind that will load a particular Incarnate Abilities loadout. This is because the slash command, "incarnateequip" is itself 14 characters long, and having six of those along with the slot names in a keybind brings you up to 163 characters before you start adding any power names. Add to that the long names of the incarnate powers (Tsoo_Partial_Radial_Improved_Ally etc), and you run out of the allowed 255 characters way before you can build a complete loadout. It'd be excellent if there were a shorter alias for each incarnate slash command (/inceq, for instance), and possibly shorter internal names for each ability, though I understand the latter would probably break things so is unlikely. For bonus credit, then, being able to use substrings for the slot name and power names, like you can for pet orders, would help this greatly. "/inceq hy ult_partial_r" is workable where "/incarnateequip hybrid assault_partial_radial_graft" isn't. (Note I'm not asking for anything like a reduction of timeout in slotting the powers or other rule changes, just some naming help to make it easier / possible to use keybinds to slot loadouts within the current limits.) Thanks!
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Currently it's basically not possible to make a keybind that will load a particular Incarnate Abilities loadout. This is because the slash command, "incarnateequip" is itself 14 characters long, and having six of those along with the slot names in a keybind brings you up to 163 characters before you start adding any power names. Add to that the long names of the incarnate powers (Tsoo_Partial_Radial_Improved_Ally etc), and you run out of the allowed 255 characters way before you can build a complete loadout. It'd be excellent if there were a shorter alias for each incarnate slash command (/inceq, for instance), and possibly shorter internal names for each ability, though I understand the latter would probably break things so is unlikely. For bonus credit, then, being able to use substrings for the slot name and power names, like you can for pet orders, would help this greatly. "/inceq hy ult_partial_r" is workable where "/incarnateequip hybrid assault_partial_radial_graft" isn't. (Note I'm not asking for anything like a reduction of timeout in slotting the powers or other rule changes, just some naming help to make it easier / possible to use keybinds to slot loadouts within the current limits.) Thanks!
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BindControl - Keybinds and Popmenus Editor and Manager
emersonrp replied to emersonrp's topic in Tools, Utilities & Downloads
I've just released version 0.22, which features a beta version of a Popmenu Editor tab. With the Popmenu Editor, you can install, delete, test, and edit popmenus for use in the game, as well as easily create macros to display them. Work continues, so check for the latest sub or sub-sub release here: https://github.com/emersonrp/bindcontrol/releases Other changes since I last posted: -- "Load Binds Directory" step in PowerBinder, allowing keybinds that load/install other complete keybind sets, for spec changes or complex modular keybind schemes. -- Help documentation for PowerBinder, hopefully making it a bit less cryptic -- Better behavior around rebinding power tray buttons -- Several UI tweaks and bugfixes (Edit: updated link to 0.22.2)- 115 replies
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The chat bubble settings work for the general case, but sometimes the desired functionality is to have a keybind that specifically overrides the chat bubble settings, typically for RP reasons. So for instance a key that starts, via /beginchat, a "shouting" chat that's <scale 1.2><color #ff0000><bordercolor #ff0000> isn't currently possible because of this bug. Any dev happening to read this: after playing with it for a while today, I think I can summarize that the bug is that putting a < or a > into a /beginchat keybind appends one or more carriage returns to the text field, placing the cursor into an invisible position and ignoring any text entered (since it's after the first carriage return). Using the left arrow key to navigate backwards over the extra carriage returns, until the cursor reappears, makes the bind work as expected. So if <> could be fixed not to add carriage returns, everything would be working as intended.
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Well, it's been several more years and this is still the case, the <color> etc strings can't be used in a keybind with /beginchat any more. I guess I'll necro this just to see if it can get any traction. The second post to this thread describes the problem fully, so I'll just leave it at "still broken as described."
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BindControl - Keybinds and Popmenus Editor and Manager
emersonrp replied to emersonrp's topic in Tools, Utilities & Downloads
Updated to incorporate the new "Marine Affinity" powerset from Issue 28, as well as the four new accolade powers. Also added a preference for Masterminds as to whether pets default to chatty or quiet mode on reset, https://github.com/emersonrp/bindcontrol/releases/tag/v0.21.4- 115 replies
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BindControl - Keybinds and Popmenus Editor and Manager
emersonrp replied to emersonrp's topic in Tools, Utilities & Downloads
Added a window that shows all existing binds directories and the profiles that manage them. Plus bugfixes. https://github.com/emersonrp/bindcontrol/releases/tag/v0.21.2- 115 replies
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BindControl - Keybinds and Popmenus Editor and Manager
emersonrp replied to emersonrp's topic in Tools, Utilities & Downloads
Released version 0.21, which rethinks and reworks the relationship among Profile name, file name, and binds directory. Headline features: * allows selection of a binds directory that's different from the profile name * much better initial startup experience for first-time users * under-the-hood better flow for loading existing profiles and creating new ones There's more to it than that, read the release notes: https://github.com/emersonrp/bindcontrol/releases/tag/v0.21.0.3- 115 replies
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BindControl - Keybinds and Popmenus Editor and Manager
emersonrp replied to emersonrp's topic in Tools, Utilities & Downloads
Just released v0.20, "The Mastermind Release" Many updates and changes to the Mastermind tab and the binds it generates, integrating the various systems on that tab, removing logic that didn't work, and generally making the whole thing more useful and attractive. If you play a Mastermind, check it out, read the release notes, and file issues as you find them: (Edit, updated to 0.20.1, just thought I'd update the link here instead of posting again.) https://github.com/emersonrp/bindcontrol/releases/tag/v0.20.1- 115 replies
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BindControl - Keybinds and Popmenus Editor and Manager
emersonrp replied to emersonrp's topic in Tools, Utilities & Downloads
Released v0.19.2, which needs some eyeballs. This release reworks the logic in the Key Select dialog used to create the strings for the actual keybinds, to try to ensure you only can create keybinds that the game will honor. This is a big change to some core functionality. I've tested it pretty thoroughly but I'm sure y'all can find some corner cases. Read the release notes for more information. https://github.com/emersonrp/bindcontrol/releases/tag/v0.19.2- 115 replies
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BindControl - Keybinds and Popmenus Editor and Manager
emersonrp replied to emersonrp's topic in Tools, Utilities & Downloads
We're now at v0.19.1. The primary update for v0.19 is "Delete All Binds" which is a new button at the bottom that can be used to clean up your binds directory of debris from previous runs with different configurations that might have left extra files around. This is targeted deletion, ie, it will delete all files that BindControl itself might have written, and nothing else, so if you keep extra stuff in your binds directory, it should be safe. As always, please open issues on the Github page if you find problems. Other updates since my last post: -- Under-the-hood layout management of the main window improved, extra space and spurious scrollbars minimized -- Default Profile now lives with the application preferences instead of being a normal profile named "Default" that's treated specially -- Write Binds now shows a list of what files it wrote -- Documentation and help updates and additions -- A big handful of small bugfixes to features and layout https://github.com/emersonrp/bindcontrol/releases/tag/v0.19.1- 115 replies
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BindControl - Keybinds and Popmenus Editor and Manager
emersonrp replied to emersonrp's topic in Tools, Utilities & Downloads
I've just released v0.18, which is slightly experimental, still, but is ready for more eyeballs. The marquee update is that BindControl should now detect and notify of keybind conflicts application-wide, which had previously only partially worked. Please read the release notes for more info. Additionally, since my last update here, the following has changed: -- Movement commands added to PowerBinder -- Scrollbar weirdness on Custom Binds page fixed -- MOUSECHORD and MOUSEWHEEL detection in KeySelect dialog fixed/updated -- Visual cleanups of Custom Binds page -- Team Next/Prev Select Binds polished up and no longer marked as "unimplemented" -- Power Tray Button binds added to Gameplay page -- Fix for "Simple Super Jump / Combat Jumping" toggle not working with Mighty Leap -- Vastly improve loading time for Profiles containing many custom binds -- Added /windowcolor, /wdwsavefile, and /wdwloadfile to PowerBinder Check it out: https://github.com/emersonrp/bindcontrol/releases/tag/v0.18- 115 replies
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BindControl - Keybinds and Popmenus Editor and Manager
emersonrp replied to emersonrp's topic in Tools, Utilities & Downloads
I've just rolled up a prerelease of what I intend for v0.18, which is a deep plumbing rework to try to do a better job of noticing and marking up duplicate and conflicting binds. It is very experimental at this point, but if you're feeling like tinkering, check it out and file issues as you find things. https://github.com/emersonrp/bindcontrol/releases/tag/v0.18-prerelease1- 115 replies
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