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  1. I did some poking around because I wanted to find out how the Fast Travel menu worked and I wanted to share what I learned and my notes. More information about popmenus can be found on this topic and on the wiki. LockedOptions Clickable options with power icons and checking if a power is available. Always greyed out text & always available option. Unicode symbols, spaces, and style. Editing tools. Notepad++ code highlighting. Checking and fixing brackets. Miscellaneous technical notes. LockedOption If you want to create your own clickable powers with like the ones is the Fast Travel menu, it's actually quite simple. Any locked option can have an icon specified, and "PowerReady" can be used to set a certain power's readiness be used as condition of enabling that option. You can get the information for both these things on the excellent City of Data 2.0. NOTE: The correct identifier for a power is how its name appears in the page's URL Icon identifier: You can also find a list of icons on the wiki. Code examples: If LockedOption is given an impossible to fulfill condition like Badge "x" the title of that power is always show as disabled grey text, useful for notes. If on the other hand you don't give the locked option any condition, then the power will always be unlocked but unlike a regular option can have a power icon. Additionally, LockedOption can have multiple conditions, both multiple identifiers of the same type on the same line and both a Badge and PowerReady line. In both cases the option will be enabled if any of its conditions are met. Unicode symbols, spaces, and style There are other things you can do to add to the style and readability of popmenus besides power icons. You can use a not-insignificant selection of special unicode symbols in your popmenus (and macros). You can simply paste any compatible characters into your menu file and they'll display in game. Since font support in game for these extended characters is sporadic and of varying legibility I created a popmenu to display (nearly) every unicode character that the unmodified game can support so you can easily see them in-game. As well as a highlight of some of my favorites. Unicode Systematic.mnu /popmenu UnicodeSystematic All the options are clickable and insert the character into the chat. Another thing worthy of note you may not have noticed/considered is that all spaces in names within popmenus print. You can use this fact to align items in a list that wouldn't otherwise (like icon options and regular options), to left/right align titles, to center align options, and to just create invisible options if you're so inclined. Editing Tools City of Heroes menu files are quite simple so you don't need a full IDE to work with them, but if you haven't already I'd recommend getting something a little more versatile than Microsoft Notepad for your editing. I use Notepad++ for my menu editing so my recommendations are based on that. Code highlighting. I made a NP++ User-Defined Language (UDL) for my own use, it's easy to change and easy to make your own. CoH mnu UDL for Notepad++.xml You can define your own or import mine under Language > User Defined Language > Define your language... Finding bracket errors. If your curly brackets are messed up you can create a screwed up or even game-crashing popmenu. One of the things I used to find and help resolve any bracket errors I might have is the NP++ plugin "BracketsCheck" which you can easily install with the Plugin Admin under the "Plugins" menu at the top. It will locate any unpaired brackets you have, and Ctrl+b will jump you between paired brackets. Any misplaced (duplicated or on a line with anything else but a comment) brackets can be found with a search (ctrl+f) in regular expression mode using this regex ^\h*[{}](?=\h*(\/\/|$))(*SKIP)(*FAIL)|[{}] Demo/Explanation If you make or made a purpose built parser/linter/etc for City of Heroes menus then please share. Miscellaneous technical notes 1. Two (or more presumably) menus can load from a single menu file, just define another menu outside of the paired brackets of your first menu. The second menu doesn't need a blank line or comment between it and the first menu but I think it looks neater. Might be a bad idea, etiquette-wise, if the menus aren't directly related to each other. 2. Regular submenus can't be directly called by commands, only top level menus. 3. Bug, if you call a command to open a second popmenu from inside a submenu it will freeze your character in place until you restart the game, so just put any commands to open another menu in the main portion of your first menu. 4. Fullwidth dollar signs (U+FF04) look better than regular dollar signs.
  2. If you open a second popmenu with a command inside a submenu of another popmenu your character will freeze in place. Everything else seems to work except that you can't move until you restart. I tested it and if the command to open a second menu is in the main part of the popmenu then you'll be fine, it only keeps your from moving if called from inside a submenu. You can still move by slash commands and following somebody, but not by mouse or keyboard. Other characters on the same session are effected as well. Example/Demo: //Required Line Menu "SubmenuFreeze" { Option "This doesn't freeze you" "popmenu SubmenuFreeze2" Menu "SubMenu" { Option "This does freeze you" "popmenu SubmenuFreeze2" } } //Part two, it makes no difference if this is a separate file or not. Menu "SubmenuFreeze2" { Title "The character may be frozen now" }
  3. Hi all! I'm working on a popmenu that lists the game's badges in alphabetic order and whether or not you have them on your character using the LockedOption Badge identifiers. However, the only identifier info I have is from a googledoc link on the popmenu article on ParagonWiki, circa 2010. I've been able to figure out some of the missing identifiers based on the format of others in the same ilk, but, as with anything, the format isn't 100% consistent. I'm also looking through the code base to find the info, but not having much luck. As you can see, I have fleshed out the Exploration, History, and Accomplishment sections, and will be fleshing out the rest of the sections over the next few days. The order is based on the Badge Tracker Spreadsheet order. Badges that I don't have Identifiers for are flagged with an (NI) tag at the end of the title (and the menu they live in). The incomplete version seen above is attached to this post. I'll replace it when I have all of the menus fleshed out, (edit:) I've filled out all of the menus with the Badge Identifier information that I have (see the updated screenshot above). There are quite a few badges that I don't have, so I can't fully test out the full badge list; if you know you have a badge and it's not lighting up (and not marked as needing the identifier), please let me know so I can fix it. Also, an updated list deserves a new screencap... (/edit) If anyone knows the identifiers for any of these badges, or knows of an updated "i25" badge identifier list, could you please point me in the correct direction so I can complete the list? Thanks all. -=Janrith BadgeList.mnu
  4. To access common commands shared by most or all my toon alts without having them take up slots in Powers Trays, I've brought them together into a Commands Popmenu. Issue 27 Page 1 added Popmenu features to show icons and recharge state in Popmenus. Version 20211018a release for Homecoming i27p1, i27p2 to 2021 Oct 05 patch Download the Popmenu file here. Commands.20211018a.mnu The popmenu file has its version in its name. New version releases will just require replacing the file without any need to change binds or macros. CHANGELOG INSTALLATION USAGE To select powers with the mouse, hover your mouse in the upper left of your screen, then press the key to trigger the bind. You'll then see the main menu with each entry cascading to a submenu or a power. If a power is available, its name is bright aqua. If not available, either not owned, not recharged, or disabled (as are self-rez powers if the toon isn't defeated), its name is greyed out. The White Letters are the menu entries' Hotkeys, allowing quick entry of commands. For example, to invoke the Ouroboros Portal Power, I press "P T O". To invoke Rest, I press "P R R", then after recovered, press "P R R" again to turn it off. Other power menus in the spoiler. At the bottom are extra entries and menus to show by being bright aqua whether the Long Range Teleport Power is unlocked ("LRT Available Zones") as well as what Zones are currently unlocked for LRT access.
  5. Ever since I discovered the @TheUnnamedOne's Badge Reporter popmenu, I've found it an amazing tool for seeing what Badges you have on a toon. Pop it up and Badges unlocked on the current toon are in aqua text, Badges still locked are in grey text. Original Authors @TheUnnamedOne and @MultipleGirl pre-Shutdown Several Previous Maintainers and Contributors Current Maintainer for Homecoming @Jacke Version 20211018a release for Homecoming i27p1, i27p2 to 2021 Oct 05 patch for Halloween Download the Popmenu file here. BadgeReporter.20211018a.mnu The popmenu file has its version in its name. New version releases will just require replacing the file without any need to change binds or macros. 2nd post below contains the CHANGELOG. 3rd post below contains the INSTALLATION and USAGE instructions as well as notes on Badge Reporter History, Achievement Badges Special Adjustment, and Other Homecoming Badge Popmenus.
  6. The Consolidated List of Popmenus We already have a guide on how to modify a popmenu to suit your needs and what a popmenu is, Thank you @Zolgar. You can find it here and this one for custom windows, Thank you @Healix. Custom windows is a godsend to using macros & popmenus without cluttering up your power trays. I would recommend reading those two first if you don't understand popmenus or how to install them. Popmenus are highly underrated compared to macros & binds and this post will consolidate most the popmenus found on this forum & ones on the original forum which has fortunately been mostly archived. The downloads will be available here along with the code below them. Special thanks to the creators of the popmenus! This post wouldn't have been possible without you. With that sorted let's get into the list. Note: The popmenus in Italics came from here Utility Ashlocke's Handy Menu courtesy of @Ashlocke Ashlocke's Handy Menu.mnu Teleport Menu courtesy of @heywoods1230 TPMenu.mnu Extor's Emotes Popmenu courtesy of @Extor Prime and updated by @AboveTheChemist UniversalEmotes.mnu Alphabetic Badge List PopMenu courtesy of @Janrith and later @ROBOKiTTY BadgeList.mnu 188.25 kB · 34 downloads Ultimate Mission Helper courtesy of @Profit and @Living_Hellfire menus.zip 455.64 kB · 211 downloads Inspiration Maker Popmenu courtesy of @Microcosm InspirationMaker.mnu Costume Change Popmenu courtesy of SnowGlobe CostumeChange.mnu All Popmenu courtesy of Scur It is mostly a whole bunch of powers with some extras. All.mnu Interface Color Chooser courtesy of Djeannie It is also in the Useful Commands popmenu. Interfacecolorchooser.mnu UsefulCommands courtesy of Djeannie A big list of Useful Commands. UserfulCommands.mnu Base Building & SuperGroups SGMusic Menu courtesy of @qwy SGMusic.mnu 16.91 kB · 17 downloads SGStuff Menu courtesy of @qwy SGStuff2-5.mnu 28.85 kB · 5 downloads
  7. When logging into the beta server I no longer have the freebie popmenu. I have tried to re-validate and re-install tequila to see if that fixes it but nothing. What am i doing wrong?
  8. Popmenus seem to be heavily underutilized in my opinion. If you search for "popmenu" there are six pages worth of results while searching "bind" or "macro" yields over 40! Or 20 something if you are searching plural. Even on the CoH subreddit the results are massively skewed. Sure we have the Popmenus: the what, why and how guide (which is really helpful) but honestly most people are lazy (like me!) or they just don't have the time and would rather install them than create them, it's even stated on top of the guide! So that's where this post comes in to consolidate the hidden gems. I will move this to guides but feel free to share your popmenus in the mean time so I can add it in! Post has been moved to Guides, you can find in here. Popmenus Utility Ashlocke's Handy Menu courtesy of @Ashlocke Teleport Menu courtesy of @heywoods1230 (also another one at the bottom of the post by @Huron) Extor's Emotes Popmenu courtesy of @Extor Prime Alphabetic Badge List PopMenu courtesy of @Janrithand later @ROBOKiTTY (scroll all the down the post) Inspiration Maker Popmenu courtesy of @Microcosm (second post down) Costume Change Popmenu courtesy of SnowGlobe on original forums MasterMind MMpet popmenu (which I tweaked to suit my needs) courtesy of @Hopestar(third post down) Expanded Numpad Although here are some binds & macros in there, there is a popmenu & custom.window courtesy of @qwy Task Force, ITrial & Raids Mothership Raid courtesy of @Hyperstrike (second post down) Behavioral Adjustment Facility or BAF courtesy of @Oklahoman Dilemma Diabolique or DD courtesy of @Oklahoman Lambda Sector courtesy of @Oklahoman
  9. i26 Unbindall (Keybindreset) I use it like it's an attack in the chain. A How to Recover Guide. by qwy Preamble Personally, I've found using them often means never really needing them. If you're unfamiliar they wipe your active (Client managed) bind file clean. It's all gone. No more binds you had a hand in. No option for recovering them. They have ceased to be. It probably sounds like I was being facetious with the title and first sentence. I wasn't. Commands adside, the result of a glitch, a hiccup loading a bind or even certain input errors can result in the same end effect. I used to use a popular movement based bind set that is constantly loading files. Often, as things started heating up, BOOM! Bindload misfire! Heavily modded keys, all make with the bye bye. Around the 112thteen time, is when I first met unbindall, our eye caught each other across a busy cmdlist. I knew right away, I was on a road to recovery. Of healing. We got pretty serious, right away. I learned some hard lessons in the beginning but, I kept looking for excuses to get together. Peppering bind files with it like a love struck middleschooler, defacing a textbook with the name of their first crush. The most meaningful of which is a reset on every alt, I hit constantly. The more I'd hit it the fewer problems I'd have. This is typically how I turn off ninja sprint or, beast surge, I can't even remember the last time I even had a problem. Unbindall is the wind that gives my alts wings, their license to soar. Example CTRL+R "up 0$$down 0$$forward 0$$backward 0$$left 0$$right 0$$camreset$$unbindall$$bindloadfilesilent @/Global.txt$$bindloadfilesilent @/Rojas/General.txt$$bindloadfilesilent @/1/A.txt$$bindloadfile @/Rojas/1/A/1.txt" 1. The First Step Without a few ducks lined up, ahead of time, this command is a bad day, waiting to happen. There's a lot of heads on this hydra. It's a little hard sticking to a single step and have it provide an actual value, on its own. I'm going to bounce around two key points with this and, recovery methods are going to get the most stage time. The second especially if, like me, you've got mad altoholism, is ongoing to be an evolution. It's certainly, the most daunting step, cultivating a global bind profile. If you just have a couple of characters and playing at lower levels, it's not important yet although, the concepts here will help you save and recover just as well. In all scenarios, knowing what's on the active file, what you actually want on it, what should be accessible to all alts, what the current character needs are, where the hell are all these files and how you're going to get them where they need to be, is a long road but it starts with knowing what you already have. That's where bindsave comes in. 2. Active, original and default files AKA Keybind.txt and the spectors. Even if you just have one main, getting familiar with some of the inner workings isn't a bad idea, if you've got a lot of advanced level alts, a global bind profile is a really good idea. A hot of the presses copy of the original bind file is a great start. That puts backing up your current active files on the table and of course, methods to back up and load. so, let's start by getting the client interface tools involved. Part way through, we're jumping on the fast track for a comparative argument on the value of this guide. We need to backup the active file and to get a fresh copy of the original file. We can't actually see either, only copies that are first, parsed in an order that's based on numerical values of key ID. More on that later. The one file we can see, is Keybind.txt, aka the default file. There seems to be an artifact of a default version of this file we can't see. It occasionally loads, onselect, of the big dropdown. It might not happen here however, check the work, along the way. It's not a problem these steps won't overcome, incidentally. Keybinds.txt is a long-term committed. love triangle with /bindsave and /bindload. Those commands are almost short enough to be a viable recovery plan using a slashcommand. For one alt, anyway. Navigate to the root of your installation folder. If you're having trouble, search for cityofheroes.exe, it's in the folder we want. Once you find it, copy and paste it right in the root, there. It might not be important, I actually don't even care what's on it. You might later, so, if that happens, there it is. If you're feeling confident, login an established alt, with lots of work done, or, for the less confident, there should be some of your influence on a new characters bind file if you want to roll a new one. If you're not sure, enter the following bind in to chat. Change CTRL+' , if you already have something on that it. 2.1 Test bind /bind CTRL+' "t $name, I'm a copy of the active file" In all cases, we have our copy of the root, we're logged in on a character, known to have an altered bind, let's save over the keybind.txt. Within the client, navigate to the option menu's, keymapping tab, and hit the top-right, blue button, "save to default". Go back to the game folder and copy and paste it again. Open up the copy, make sure you're seeing what you expected to see. The bind above should be on the second line, if you used it. So, "save to default", and, "load from default" are keybinds.txt's side pieces. Renaming the file between saves, you could backup all your toons this way. I wouldn't but, you get the idea. On left side of the keymapping tab, is the big dropdown, I mentioned, you could set it to original, hit save to default, go back to the folder, change the name of keybind.txt to global.txt, (this is that thing I keep talking about.) change the name of the copy we made before this one, back to keybinds.txt, navigate back to the options Keymapping tab and hit the second from top blue buttons or, just run this. 2.2 Back on the fast track /bindsave$$unbindall$$bindsavefile KeybindsNEW.txt$$bindload In fact, we could of skipped this whole thing with; 2.3 The step skipper /bindsavefile c:/CoH/UnbindBackup/Active.txt$$unbindall$$bindsavefile c:/CoH/UnbindBackup/OG-Fresh.txt$$bindload$$bindsavefile c:/CoH/UnbindBackup/OG-Root.txt$$bindloadfile c:/CoH/UnbindBackup/Active.txt The point was, to put in to perspective the difference between commands ready to trigger vs, relying on the interface alone. The keymapping tab's dropdown should probably stay on default however, the deeper down this rabbit hole, the less important the entire tab becomes. The command finished all the heavy lifting. The original copy was made and your active binds have been restored. Let's take a quick look at the new file. It should be in a folder named data with keybind.txt. Although, If you haven't already made a data folder, you don't have one. Make one now, it's good. Unnecessary here but, I'll have more on that in future guides. After you generated the data folder, before opening it, go to the piggs folder. Inside is KeybindsNEW.txt. Move it to the data folder and get familiar with it, before adding to it. Ideally, it grows into something useful for all your toons but, in those catastrophic moments, your binds are going to be down anyway, and this guide is about getting them back. Getting back on track, it's a catastrophe, your binds are down, this file, as it is now, those are the binds in play. Having had that bird's eye view, adds a bit of calm to the situation. Opposed to having your team watch you autorun, full frontal leeerroooyy style, in to the AV, while you're navigating to the blue buttons, let's take a look at some other options. 3. Back to the catastrophe The first thing we need is some backups. However, we're going to skip that for the time being. Ideally, they're created with commands, that can easily exceed the chat character limit. This brings popmenu's and custom.windows in to play. So, keep that in mind as we cover the restore options, below and, grab the commands for save and load, that suit you. With that, partly, out of the way, here are the choices; the big blue buttons, slashcommands, macros, popmenus and custom.windows. 3.1 Macros If they're already in your tray, it's fixed, game on! Otherwise, you'll have to get them there. Relative Path /macroimage "TalonsOfVengeance_MorbidCut" "SuperflySnuka" "camreset$$unbindall$$bindloadfilesilent Binds/global.txt$$bindloadfilesilent Binds/AT/general.txt$$bindloadfilesilent Backups/XXXX/binds.txt" Absolute Path /macroimage "TalonsOfVengeance_MorbidCut" "SuperflySnuka" "camreset$$unbindall$$bindloadfilesilent c:/CoX/Binds/global.txt$$bindloadfilesilent c:/CoX/Binds/AT/general.txt$$bindloadfilesilent c:/CoX/XXXX/general.txt$$bindloadfile c:/CoX/XXXX/build2binds.txt" /macroimage "TalonsOfVengeance_MorbidCut" "Custom Window" "customwindowtoggle ." /macroimage "TalonsOfVengeance_MorbidCut" "my pop" "popmenu NameOfWindow" The first one works for a basic global environment. It grabs the global bind file, a bind file, unique to that AT and another one unique to the active environment (build, interface or play style) Edited for your situation, it's like nothing even happened. The other two, just move the situation to step 2. Without the legwork upfront, none of them excel. 3.2 Popmenu - and, why not? 2.1 True, the bindload option requires a reboot. But, if you command the command to command chat to write the command... Relative Path: Option "Recover" <&show chat$$beginchat /"chatloadfile Backups/XXXX/chat.txt$$optionloadfile Backups/XXXX/options.txt$$wdwloadfile Backups/XXXX/wdw.txt$$bindloadfile Binds/global.txt$$bindloadfile Binds/AT/general.txt$$bindloadfile Backups/XXXX/binds.txt"&> Option "Bu&tton Machine" "show chat$$beginchat /bindloadfile binds/Macros.txt" --- Absolute Path: Option "Recover" <&show chat$$beginchat /"chatloadfile c:/CoX/XXXX/chat.txt$$optionloadfile c:/CoX/XXXX/options.txt$$wdwloadfile c:/CoX/XXXX/wdw.txt$$bindloadfile c:/CoX/Binds/global.txt$$bindloadfile c:/CoX/Binds/AT/general.txt$$bindloadfile c:/CoX/XXXX/binds.txt"&> Option "Bu&tton Machine" "show chat$$beginchat /bindloadfile c:/CoX/binds/Macros.txt" ...and, press enter. Voila! The first option loads the window preferences, chat setup, options settings and the 3 bind files for the global scenario I mentioned above. With the character limit raised, we're far from having to worry about command lengths. The second, a macro button machine file (patent pending). WIth this idea, once this file is loaded, the keys will generate macros that perform whatever variety of commands you can think of. Here's an example. 1 macroimage Brawling_ComboLevel1 Melee "powexectray 2 5$$gototray 9$$bindloadfilesilent @/!/152.txt" 3 macroimage Brawling_ComboLevel3 Range "powexectray 1 5$$gototray 9$$bindloadfilesilent @/!/352.txt" Q "macroimage TalonsOfVengeance_MorbidCut Q targetcustomnext enemy Quantum" E "macroimage v_archetypeicon_stalker E beginchat /bind E targetcustomnext notteammate notmypet base " Example macros were readily available for cut and paste. they're kind of useless here 2.2 Popmenu/sub menu Here's an example submenu with a reset macro to restore individual alts? Menu "Oh yes" { Divider Title "- There Here-" Title "The Dream Team is Here" Divider Divider Option "Super Fly Snuka" <&macroimage TalonsOfVengeance_MorbidCut "Super fly" "bindloadfilesilent @/Global.txt$$bindloadfilesilent @/Snuks/General.txt$$bindloadfilesilent @/Snuks/RelevantPathStuff/binds.txt"&> Option "Jack the Snake" <&macroimage TalonsOfVengeance_MorbidCut "Jake the Snake" "bindloadfilesilent @/Global.txt$$bindloadfilesilent @/Snakie/General.txt$$bindloadfilesilent @/Snakie/RelevantPathStuff/binds.txt"&> Option "Iron Shiek" <&macroimage TalonsOfVengeance_MorbidCut "Iron Shiek" "bindloadfilesilent @/Global.txt$$bindloadfilesilent @/Shiknessest/General.txt$$bindloadfilesilent @/Shiknessest/RelevantPathStuff/binds.txt"&> Divider } In all cases, access to a popmenu, is going to need a non-bind solution to make it pop (Read, Macro). With the potential of hotkeys though, once it's open, it's got a bunch of potential to help keep you alive until binds are back up. Either way, not a bad option to keep in your back pocket. 3.3 custom.window By far, the best choice, in this particular circumstance, in my opinion. No need to look for it, no confusing it with something else and depending on a couple of other factors, a character limit, well above anything we'd want here. Window . 0 0 100 150 Button "" "" Button Apps "macro_image GenericPower_AutoOverlay APPS popmenu APPS" Button "" "" Button ToonLaunch3000 "" Button Relative "unbindall$$bindloadfilesilent XXXX/global.txt$$chatloadfile XXXX/chat.txt$$optionloadfile XXXX/options.txt$$wdwloadfile XXXX/wdw.txt$$bindloadfilesilent Binds/AT/XXXX.txt$$bindloadfilesilent XXXX/General.txt$$bindloadfilesilent XXXX/build1binds.txt" Button "" "" Button "" "" Button Absolute "unbindall$$bindloadfilesilent c./CoX/XXXX/global.txt$$chatloadfile c./CoX/XXXX/chat.txt$$optionloadfile c./CoX/XXXX/options.txt$$wdwloadfile c./CoX/XXXX/wdw.txt$$bindloadfilesilent c./CoX/Binds/AT/XXXX.txt$$bindloadfilesilent c./CoX/XXXX/General.txt$$bindloadfilesilent c./CoX/XXXX/build1binds.txt" Button --- "" Button Macros "" Button "Super Fly Snuka" <&macroimage TalonsOfVengeance_MorbidCut "Super fly" "bindloadfilesilent @/Global.txt$$bindloadfilesilent @/Snuks/General.txt$$bindloadfilesilent @/Snuks/RelevantPathStuff/binds.txt"&> Button --- "" Button "" "" Open 0 End Example: Snipped from custom.window. Yea, I named it, ".". 4. Adding the ability to use Custom and Pop menus The stickied guides for adding these menus are great! Easy to understand and the options themselves, won't require as many steps as I've got here. I've got a lot to learn. I'm more inclined to experiment. Blowing up stuff is more fun than documenting an explosion. I've really got a lot to learn... Check out those guides, if you haven't. Then, set yourself up with a couple of options to restore. 5. Generating the backups to load So, the commands that save are the same as the ones to load, the only difference, is the actual word, "save" and "load". Once you've decided which option you'd like to use, edit the paths, "XXXX" as the character name and make a copy of it. From there, change the, "loads" to, "save" or the, "saves" to, "load", leaving you with a matched set. Don't forget to save after big changes, high holidays and on leap years. Get a real text editor, if you don't have one and lookout for future guides, exploring the potential of file managed, global profiles. 6. Anti-climatic conclusion and... unbindall, the reason it hasn't stomped out my spirit? Combined with a following bindload, or series of bindloads, in a single command, they all happen around the same time. You always want to write them in the order you want to execute. Consider the last string in section 2, there would have been no need to go to the install folder at all, it generates an archive folder and saves the active bind file, unbinds everything and saves a copy of it in the new folder, and uploads the original keybind.txt and saves a copy to the new folder and than loads the original active bind file like nothing even happened. As I was writing this out, I decided to test what would happen if I shuffled the order, some of the results were unexpected so, it never hurts to test things under controlled environments. Ultimately, the first pass was the plan I was trying to execute and in that order, it did exactly that. Disclaimer If any additions, corrections, errors or elaboration stand out, let me know. If anyone recognizes work that should be contributed to another author, I'm more than happy to remove, extend credit or take whatever steps are appropriate to remedy the situation. Hope this is helpful.
  10. I have a lvl50 Stone Tank, lvl50 Warshade, lvl50 Peacebringer and other characters with teleport or, mystic flight. Along the way, I've come to know what I like and don't like. I also have a lot of binds and a lot of alts, leading me, like a lot of people I'd guess, to start putting energy in to one global profile to cover as much as makes sense and smaller profiles for toons that develop out of it. I'm up to 11 level 50s in all so, that global has matured a lot along the way. There's great guides on this topic already. They've definitely helped steer me along the way. if this is something you're interested in, I highly recommend checking the previous posts for more information. This guide will be focused on what I haven't come across yet. Couple quick things, 1. I haven't tried Jaunt yet. I suspect this works but it hasn't been tested. With P2W flight and Ninja/Beast Run, I don't tend to lean towards travel powers like back in live. My stone tank's run speed at almost 70mph. KInd of an extreme example although, at an average of 60mph on others... anyway. 2. I've messed around with powexeclocation but ultimately, my preference for teleport is excename. I use powexeclocation for other things and I'm fairly confident it can be used here, interchangeably. 3. I only like LeftDoubleClick, sometimes. I use the client to grab a, "fresh off the press" copy of keybind.txt as the base for my global file. I splurged on some extra characters and named it Global.txt. This first bit goes in there. @/Global.txt SHIFT+LBUTTON "powexecname Translocation$$powexecname Jaunt$$powexecname Teleport$$powexecname White Dwarf Step$$powexecname Shadow Step" LeftDoubleClick nop CTRL+LeftDoubleClick "bindloadfilesilent @/!/LDCTP1.txt" My active binds are kept in the Install/data folder. My subfolder is, "@", where all the binds go. CTRL+LeftDoubleClick loads a file to mimic SHIFT+LBUTTON. It's in another subfolder named, "!". It's for anything global, Global.txt couldn't manage alone. Edit to taste. @/!/LDCTP1.txt LeftDoubleClick "powexecname Translocation$$powexecname Jaunt$$powexecname Teleport$$powexecname White Dwarf Step$$powexecname Shadow Step" CTRL+LeftDoubleClick "bindloadfilesilent @/!/LDCTP0.txt" CTRL+: Flips LeftDoubleClick back to my preferred default, off. @/!/LDCTP0.txt LeftDoubleClick nop CTRL+LeftDoubleClick "bindloadfilesilent @/!/LDCTP1.txt" This manages itself until the next reset. Warshade Minimum So, on to warshades. We have Shadow Step covered, so Dwarf is all we're missing. I'm using, a minimalist global folder structure here. Everyone has their own methods, so I wanted to present a, "just the facts" version to illustrate my thinking and conforms to other methods with less to cut. Afterwards, a puffed-up opinion piece, closer to what I use. That being said, Essentially, I'm mimicing the above. 1. @/WSToonName/NotDwarfBinds.txt - Minimum <KEY1> "powexectoggleon Black Dwarf$$bindloadfilesilent @/Global.txt$$bindloadfilesilent @/WSToonName/IsDwarfBinds.txt" This is a bare minimum option. <KEY1> loads the Dwarf binds. 2. @/WSToonName/IsDwarfBinds.txt - Minimum SHIFT+LBUTTON powexecname Black Dwarf Step LeftDoubleClick powexecname Black Dwarf Step CTRL+LeftDoubleClick "bindloadfilesilent @/!/WS-LDCTP0.txt" <KEY2> "powexectoggleoff Black Dwarf$$bindloadfilesilent @/Global.txt$$bindloadfilesilent @/WSToonName/NotDwarfBinds.txt" Unlike the multi power option, I prefer LeftDoubleClick's default is functional if I go Dwarf. <KEY2>, pops back to human form and Shadow Step is restored. 3. @/!/WS-LDCTP0.txt - Minimum LeftDoubleClick nop CTRL+LeftDoubleClick "bindloadfilesilent @/!/WS-LDCTP1.txt" This keeps the activity, back and forth, in the global folder . 4. @/!/WS-LDCTP1.txt - Minimum LeftDoubleClick powexecname Black Dwarf Step CTRL+LeftDoubleClick "bindloadfilesilent @/!/WS-LDCTP0.txt" And, like the first bit, this manages itself until <KEY2> gets pressed. Then, were back to square one. WIth that, the teleport part is finished. It's nothing fancy but, hopefully useful. Warshade Options So, here's a little more QOL and global flexibility. The teleport part is essentially the same. For anyone just getting familiar with this, we're rolling binds. Anyone who's spent any time with them will testify, interrupts, too-much-too-fast keyboard action or occasional glitches can knock them out of sync. With easy access to reset them, it's hardly worth mentioning. WIthout, possible disaster. Likely frustration. There's a lot of ways to do this and, here's a couple I use a variation of. 1. @/Nictus/BuildWithDwarf/NotDwarfBinds.txt SHIFT+1 "powexectoggleon Dark Nova$$windowhide Tray7$$gototray 4$$unbindall$$bindloadfilesilent @/Global.txt$$bindloadfilesilent @/Nictus/General.txt$$bindloadfilesilent @/!/Kheld.txt$$bindloadfilesilent @/Nictus/BuildWithNova/IsNovaBinds.txt" SHIFT+3 "powexectoggleon Black Dwarf$$windowhide tray7$$gototray 4$$unbindall$$bindloadfilesilent @/Global.txt$$bindloadfilesilent @/Nictus/General.txt$$bindloadfilesilent @/!/Kheld.txt$$bindloadfilesilent @/Nictus/BuildWithDwarf/IsDwarfBinds.txt" SHIFT+C "+$$powexectoggleon Penumbral Shield$$powexectoggleon Twilight Shield$$powexectoggleon Gravity Shield" CTRL+C "powexectoggleoff Black Dwarf$$powexectoggleoff Dark Nova$$windowshow tray7$$gototray 9$$unbindall$$bindloadfilesilent @/Global.txt$$bindloadfilesilent @/Nictus/General.txt$$bindloadfilesilent @/Nictus/BuildWithDwarf/NotDwarfBinds" CTRL+R "up 0$$down 0$$forward 0$$backward 0$$left 0$$right 0$$camreset$$unbindall$$bindloadfilesilent @/Global.txt$$bindloadfilesilent @/Nictus/General.txt$$bindloadfilesilent @/Nictus/BuildWithDwarf/NotDwarfBinds.txt" I've added spaces, for legibility, that will need to be deleted before using. The rest of these can be edited for your pleasure. The Keys are relevant accept to illustrate one of the QOL pieces. SHIFT+1: Only added to illustrate where toggling on Nova fits in. SHIFT+3: Toggles Dwarf on, handles some window & tray stuff and then the binds load as follows. unbindall: I use this like it's part of an attack chain. Personally, I've found using it often means not really needing it. *(READ FOOTNOTE BEFORE USE!!) Global.tx: Now, it's my personal clean slate. Nictus/AllBuildBInds.txt: The Character's general binds load to catch Global overrides or, anything unique. Kheld.txt: I have global file for both forms, shared by PBs & WS so, Kheld.txt... This would be where it goes, if you do to otherwise, it's dead to us. BuildWithDwarf/NotDwarfBinds.txt: I spend more time on the human form so, a division. SHIFT+C: Notice the +$$ in the front, that's why I added the key names, it serves two functions In human, it kicks on two shields at once. More importantly, it picks up a cue from SHIFT+C in the next file and kicks on gravity shield, coming out of the other forms. If there's a bind issue, it buys a little time. CTRL+C: Emergency protocol if anything interrupted SHIFT+C. In most cases, rolling SHIFT+C works so, another key is the only choice for insurance. (Unbindall is in here too.) CTRL+R: Restores default NotDwarf state. I use this command for reset on everything. (Unbindall is in here too.) 2. @/Nictus/BuildWithDwarf/IsDwarfBinds.txt SHIFT+LBUTTON powexecname Black Dwarf Step LeftDoubleClick powexecname Black Dwarf Step CTRL+LeftDoubleClick "bindloadfilesilent @/!/Kheld/WS-LDCTP0.txt" SHIFT+3 "windowhide tray7$$gototray 4" SHIFT+C "-$$powexectoggleoff Black Dwarf$$powexectoggleoff Dark Nova$$windowshow Tray7$$gototray 9$$unbindall$$bindloadfilesilent @/Global.txt$$bindloadfilesilent @/Nictus/AllBuildBinds.txt$$bindloadfilesilent @/Nictus/BuildWithDwarf/NotDwarfBinds.txt" CTRL+C nop CTRL+R "up 0$$down 0$$forward 0$$backward 0$$left 0$$right 0$$camreset$$unbindall$$bindloadfilesilent @/Global.txt$$bindloadfilesilent @/Nictus/General.txt$$bindloadfilesilent @/!/Kheld.txt$$bindloadfilesilent @/Nictus/BuildWithDwarf/IsDwarfBinds.txt" The teleport binds show up again. The path added a subfolder named /Kheld/ which isn't necessary. It's only there to further illustrate the global purpose. SHIFT+1: Is gone, carried over from the last file and still toggles Nova on. SHIFT+3: We're in Dwarf so, this just maintains the window and tray stuff. SHIFT+C: Starts with -$$ to carry over to the last SHIFT+C command and auto toggle a primary shield. Both forms are toggled off, window & tray stuff then load the previous state. (Unbindall is in here too.) CTRL+C: With the rolling bind on SHIFT+C having more to offer, I only wanted CTRL+C if, SHIFT+C fails. Deleting it here, preserves its original command if, preferred. CTRL+R: Restores default NotDwarf state. I use this command for reset on everything. (Unbindall is in here too.) The last two steps from the Minimum version are nearly identical. Only the paths have changed to protect the innocent. We went from, @/!/WS-LDCTP0.txt to. @/!/Kheld/WS-LDCTP0.txt. *UNBINDALL/KEYBINDRESET: These two commands are identical. They will wipe your active (Client managed) bind file clean. You won't be able to recover what was lost. Bindsavefile, managing files locally and knowing what you need to load and when, is imperative to successfully implementing either of these. If you're not sure what these do, don't use them without doing some homework. I apologize for endlessly nagging about this. I'd just hate to find out, I was the guy that walked you through vaporizing your data, like it didn't matter. If this tutorial was helpful, I posted a recovery guide right here. Thanks for checking out the guide! Let me know If there's any corrections, improvements or elaboration in order.
  11. Reproducible-on-my-game crash, specific popmenu-invoking related if a bit of a headscratcher. I have a simple teleports.mnu popmenu set up that just has the useful zone teleport powers I currently have, bound to the O key (specifically "/bind o popmenu teleports"). I got round to grabbing the Ouroboros badge to add that power in, and originally had the menu like so: // Menu "Teleports" { Title Teleports Option "Pocket D &w" "powexec_name Pocket D VIP Pass" Option "Zone 8888 &e" "enterbasefrompasscode ZONE-8888" Option "Ouroboros &q” “powexec_location forward:8 Ouroboros Portal“ } That still worked for Pocket D and the Zone-8888 transport hub ones, but the Ouro Portal entry didn't work; it wasn't displayed as "Ouroboros &q" as I'd expect, it wasn't firing off the portal etc. (Intent was to instantly cast it a bit ahead of character; I expect I was making some kind of syntax error, or that popmenu uses don't like powexec_location, but whatever it was, I wasn't taking close enough notes to report that aspect of it usefully. Users, right?!) So, exit game, edit the .mnu again, to this: // Menu "Teleports" { Title Teleports Option "Pocket D &w" "powexec_name Pocket D VIP Pass" Option "Zone 8888 &e" "enterbasefrompasscode ZONE-8888" Option "Ouroboros &q” “powexec_name Ouroboros Portal“ } Originally testing to see howzabout the hypothesis that it just didn't like powexec_location. Launch game, once inside, I hit the O key and boom, instant crash. (This crash I did use the send-crash-report options, so presumably the team has that dump now.) I load back into the game thinking it's likely a fluke thing that just happens sometime (I remember live!). This time I wait a bit longer, hit O again to test the popmenu; boom, crash. Trigger a couple more crashes confirming that it's that specific popmenu--I've got a couple others for that character's mastermind pet summoning and control, and inspiration-combining, and they all work as expected. It's that specific teleports popmenu that does it every time. I edited the teleports.mnu to this: // Menu "Teleports" { Title Teleports Option "Pocket D &w" "powexec_name Pocket D VIP Pass" Option "Zone 8888 &e" "enterbasefrompasscode ZONE-8888" } and load back in. Now everything works! It certainly seems like it's the Ouro line that's the culprit, and figure I'll confirm. Back out, mnu editing: // Menu "Teleports" { Title Teleports Option "Pocket D &w" "powexec_name Pocket D VIP Pass" Option "Zone 8888 &e" "enterbasefrompasscode ZONE-8888" Option "Ouro &q" "powexec_name Ouroboros Portal" } Back in, and now the popmenu comes up crash-free and Ouro portal is available. Weird hidden character effect in the game-crashing one, maybe; I don't have a utility immediately available that can check that or compare the working version versus the crashes-every-time versions to confirm or rule that out. It's possible the game crashing one is just cursed! I've attached the three stages of the teleports.mnu file I used, filenames changed naturally. teleports.mnu crashesgame.txt teleports.mnu nocrash.txt teleports.mnu thisworksnow.txt
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