yzdragel Posted October 16 Share Posted October 16 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? Link to comment Share on other sites More sharing options...
Neiska Posted October 16 Share Posted October 16 I don’t see why not? Macros have pretty much always been a part of the game as far as I’m aware. There is even more things you can do with macros, some of which are much more egregious. As far as I’m aware there’s no rule against using them either. Link to comment Share on other sites More sharing options...
Glacier Peak Posted October 16 Share Posted October 16 Wow that's interesting. What's the range on the command working on a door? And what's the normal clicking range? I lead weekly Indom Badge Runs / A newer giant monster guide by Glacier Peak / A tour of Pocket D easter eggs! / Arena All-Star Accolade Guide! Best Post Ever.... Link to comment Share on other sites More sharing options...
ZacKing Posted October 16 Share Posted October 16 Not that I'm suggesting anyone here is doing this, but this seems like a great way for someone to set up a bot and just AFK farm all day. Stand in one spot, click the macro, AoE everything that exits. 1 Link to comment Share on other sites More sharing options...
Luminara Posted October 16 Share Posted October 16 If it is, /interact isn't, so you have another option. 1 Get busy living... or get busy dying. That's goddamn right. Link to comment Share on other sites More sharing options...
yzdragel Posted October 16 Author Share Posted October 16 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? Link to comment Share on other sites More sharing options...
BlackSpectre Posted October 17 Share Posted October 17 Nope. You’re good. The exploitive part of the command was taken care of in Page 4. So /enterdoor to your hearts content! 😀 1 Black Spectre - A Dark Defender's Home on the Web • The Advanced Bind Guide • The Masters of BAF: A Guide for Leaders and Players • The Wiki List of Slash Commands Link to comment Share on other sites More sharing options...
Oklahoman Posted October 17 Share Posted October 17 Has anyone used this to create a macro for the door in Lambda? That place is easier to get into than out of. When the door is closed, there is a spot on the top middle of the door frame you can click to get out if you manage to zoom out at the right angle. I guess you could use this command to make that easier, at least until that minor annoyance gets fixed. Oklahoman, Okie, Vayne Glorious, Sooner Magic, Treehugging Wacko, Boy Band, etc Farming Incarnate Salvage - 1 salvage roll every 15 minutes! || Why NO TELLS to join your little MSR thing? Using DEMORECORD To Find Who Is Sabotaging Lambda Badge Runs || https://www.twitch.tv/oklahomancoh Excelsior Bases: The Sooner State (OK-8602), Atlas Records (ROCK-29730), Generic Heroes (G-16581), Sooner Nation (SOONER-8490) Link to comment Share on other sites More sharing options...
yzdragel Posted October 18 Author Share Posted October 18 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$$enterdoor 8769 -716 515 P" That will open the center door (outside), first nade elevator on the left, middle acid elevator on the right, center door (inside), and hospital exit door. Link to comment Share on other sites More sharing options...
Digirium Posted October 18 Share Posted October 18 I have a hunch the OP macros could run in to problems in the corners on each floor, where there are two doors adjacent to one another. Two doors are both in range of the EnterDoor command, if both doors were included in the macro one would be "clicked" and the other never clicked. Which door is ignored is dependent on the order of the doors in the macro. Without taking a closer look I think because of this the macros choose one door per corner? For the sake of completion may be a third macro for Interact Ok? Link to comment Share on other sites More sharing options...
yzdragel Posted October 18 Author Share Posted October 18 Good observation. I think two enterdoor commands for nearby doors actually clicks both doors, so you get one door clicked, the other will give you the dialog because it was too soon. To avoid the dialog, I didn't include adjacent or close doors in the macro. Link to comment Share on other sites More sharing options...
srmalloy Posted October 19 Share Posted October 19 On 10/16/2024 at 12:22 PM, yzdragel said: It doesn't have a long range, maybe <10ft? You can't stand in the middle of the space and use them to activate doors, for example. You have to be close. It would, however, obviate the 'camera gyration' dance trying to get an unobstructed hand pointer to click on a door when there are mobs (friendly or hostile) in front of the door. Link to comment Share on other sites More sharing options...
srmalloy Posted October 19 Share Posted October 19 On 10/16/2024 at 7:55 AM, yzdragel said: I made a couple macros based on floors 1 and 2 of the murder hotel in Peregrine Island. /macro_image "Brawling_ComboLevel1" "FLR1" "enterdoor 592 0 -2755 P$$enterdoor 569 0 -2733 P$$enterdoor 602 0 -2685 P$$enterdoor 654 0 -2647 P$$enterdoor 678 0 -2669 P" I had an interesting situation when I tested the macros. PI1 was full, so I went to PI2, which was abandoned except for a Nemesis Cuirassier and two Jaegers; I'd apparently caught the opening of the second zone instance before it could generate a ToT league. I moved my character near the right-side door on the ground floor and fired off the macro -- and was treated to five minutes of the door opening and remaining open while a succession of mobs came out of the door and immediately despawned. Moving around, I verified that it does in fact only check one door of the pair in a corner due to the ordering of the enterdoor commands in the macro, and was eventually able to get three separate doors to spawn 1) a single minion, 2) another single minion, and 3) a Crone Matriarch. I got another instance of the repeated 'come out the door and despawn' cycle, two salvage treats, and a costume power treet from the doors that didn't return 'Trick'. Link to comment Share on other sites More sharing options...
yzdragel Posted October 19 Author Share Posted October 19 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. Link to comment Share on other sites More sharing options...
srmalloy Posted October 20 Share Posted October 20 6 hours ago, yzdragel said: 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. I have no idea what caused it, and going back this evening, I was unable to get the effect to reproduce -- I would either get 'Treat' and a costume or salvage piece, or 'Trick' and a spawn. If I hadn't gotten that effect from several different doors, I would have said that it was a one-off quirk and not thought anything more of it. I will say that' it's enormously more convenient to be able to run up near a door and knock instead of trying to snake my mouse pointer past the click boxes of the mobs that are in front of the door, and I will be using the macros on other characters. Link to comment Share on other sites More sharing options...
srmalloy Posted October 21 Share Posted October 21 On 10/16/2024 at 7:55 AM, yzdragel said: 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. And for another situation where the same problem occurs, there is a similar solution: /macroimage "WheelofFortuneFortune" "LvOro" "enterdoor 258.9 670.8 -764.5 P" When used in proximity to the entry portal in Ouroboros, it brings up the Ouroboros departure window, letting you select your destination zone and exit Ouro without having to snake your mouse through the press of people and pets idling around the portal. Link to comment Share on other sites More sharing options...
yzdragel Posted October 22 Author Share Posted October 22 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. 1 Link to comment Share on other sites More sharing options...
Digirium Posted October 22 Share Posted October 22 The OPs macros generated enough interest for me to create a couple of PopMenus that can knock on doors. It requires a key binding, a macro image button and reserved spot in a tray (3, 4) for a MacroSlot that is rewritten to point at either the upper or lower floor. There are some notes within the MNU file for how to use. ToT.mnu 2 Link to comment Share on other sites More sharing options...
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