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Posts
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You can't load a ready-to-use macro into the game
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Sure you can. I do it all the time. Here's a simple one, copy this and paste it into the chat line.
/macro Hi "emote bigwave$$tell $target, Hi $target! Welcome to the Team!"
never had a problem with it. -
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I come back and find out you were actually working on this again.
How about some nice features now like Sugar and Spice Mountain, or Valeron Valley?
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LOL
Sugar and Spice Mountains...
Valeron Valley...
Val I can't believe you posted that.
They would be very nice features indeed... -
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Is there any way to bind commands to the icons in the powers tray instead of keys? I love the idea of having my character say different phrases when she uses a power, but I hate hate hate assigning powers to keyboard keys.
Instead of assigning a power to a key and having that trigger a phrase, I would much rather be able to just press the "Jab" button on the powers tray and have my character say something witty when she throws a punch. Is that possible?
[/ QUOTE ]In short no. you can do a macro that activates the power. and put it on the tray above or below or take the power off all the way. but then you wouldn't know when it recharged.
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meh it was late. -
The macro's will be saved to your character. I have my macros in a text file and copy and paste when I want that macro to a new character.
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Is there any way to bind commands to the icons in the powers tray instead of keys? I love the idea of having my character say different phrases when she uses a power, but I hate hate hate assigning powers to keyboard keys.
In short no. you can do a macro that activates the power. and put it on the tray above or below or take the power off all the way. but then you wouldn't know when it recharged.
Instead of assigning a power to a key and having that trigger a phrase, I would much rather be able to just press the "Jab" button on the powers tray and have my character say something witty when she throws a punch. Is that possible?
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Thanks for the quick reply. Any suggestions on how to do it after then? Everythng i tried always did it before the flip.
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Bear with me. it's been a while since I did this.
you will need two files your original bind file and another one.
F11 "+local SHAZAM!!$$powexec_name X$$bind_load_file c:\[file location]\Shazam1.txt"
F11 "+$$CC 01$$bind_load_file c:\[file location]\CAPTAINMARVEL.txt"
not sure what power you wanted to use. Hope I got it right. -
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Hi folks. I know there has been a lot of questions about costume binds already. However i need to ask one more. What i am trying to do is have the costume change during the middle of a flip. I have tried a few different things that i can thing of to slow down the costume change, but to no avail so far. I was hoping someone might be able to help me or at least let me know it is impossible so that i can forget about it and move on. Thanks for your time.
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You cannot change in the middle of an animation. you can change before after is tricky, but not during. -
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One small correction: The title should be "To Serve Man". Changed for nerdish accuracy sake.
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lol I'll correct it in the original post, when cuppa gets back. -
Give Jay_The_Tailor a Red Name!
That and I really want to put your symbol on your cape, and put the same symbol in several places on your uniform. (thinking riddler here) or perhaps different symbols.
More cowboy hats!
Hair for witches!
legs for men. I have a guy in a bathing suit, it would be nice if his legs could have skin tone too.
Space suits!
Ok ok, I'll say it. Jay is Sexy. God I hope this doesn't get out to the guys at work, or the corner store. -
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(I have in mind something like an Ancient Alien artifact that Causes the Mare Vaporum to have a livable environment) Discover the secrets of the Mare Vaporum
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You could craft an incremental mission arc into the lifeless area of the moon, opening up a special subzone only to those who have completed the first mission and gotten a sample of the Mare Vaporum-sustaining technology. This ancient base could only be explored by those heroes who bring their own atmosphere generator with them. Basically it would create an in-game reason why the Task Force area wouldn't be accessible until the first missions are completed.
Unfortunately, the return of breathable atmosphere to the base would cause the hibernating creatures within it to awaken as well, hungry for food after their long slumber...
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Taskforce
With special thanks to Soltares for some new Ideas. (I have in mind something like an Ancient Alien artifact that Causes the Mare Vaporum to have a livable environment) Discover the secrets of the Mare Vaporum - Several tasks, The first of which is to find out what the 5th Column has been working on in a hidden lab. A kill all mish, which ends when each team member has collected one of the items the 5th Column was working on. (each team member would have to collect an experimental alien tech Atmospheric Belt, much like in the Terra Volta Reactor core for the mission to end) You discover that the 5th Column has uncovered some of the alien atmosphere sustaining technology, and have taken samples of it, and have discovered the location of several ancient alien bases located outside of the atmospheric bubble. Your contact has directed you use the Atmospheric Belts to explore each of the alien bases outside the Mare Vaporum on the lifeless surface of the moon.
The bases contain a new race of aliens that appear to have been here for a very long time. The aliens seem to go into a state of hibernation or suspended animation when caught in a vacuum. Some sort of accident a long time ago caused the Atmospheric bubble to shrink to its present size. All the aliens caught outside the Atmospheric bubble went into hibernation awaiting to be awakened by the fist trace of an atmosphere. This race of aliens appears to have been kidnapping people from the earth using Teleportation for hundreds if not thousands of years. Each base contains several ancient humans being held in suspended animation chambers. Your job, defeat all the aliens, rescue the humans and bring them back to the atmospheric bubble of the Mare Vaporum. You must keep them close to you so they remain within the atmospheric bubbles created by your belts when you take them to the bubble. (History Badge - Ancient Knowledge: If you rescue all the ancient humans you discover facts about the past never known before.)
Final Mission your contact has been able to decipher the alien language and has discovered the whereabouts of an extremely powerful Teleportation device capable of transmitting people across interstellar distances. Your task is to defeat all aliens in the base and to disable the device before it can be used to call reinforcements from their home planet. Unfortunately, the return of breathable atmosphere to the base has caused the hibernating aliens within it to awaken as well, ravenous for food after their long slumber...
Im thinking about a nice battle like in the Terra Volta Reactor Core only youre the one trying to destroy the core / Teleporter with awakened aliens coming in waves trying to stop you from destroying the Teleportation device, and a few waves coming from the aliens home planet via the Teleportation Device.
Upon completion of the Taskforce You find a nice souvenir, a book written in alien script entitled How to serve Man. -
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Ah yes, tis likely that was to the MM bind, my bad. I had seen
Re: MasterMind Macros [Re: JediMystiq] and assumed he was replying to Jedi, hence the confusion.
Carry on now, nothing to see here
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You forgot to wave your hand first. -
That sir is an awesome Idea. I'm going to work on it.
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I've noticed this my self. It only happens why you are chatting with someone (ie your enter key or backspace key has been depressed so the AFK message goes up above your head), or you actually go AFK. I'm not sure there is a workaround for this. the way the new reply seems to be functioning is if you have the AFK message up it will reply with that AFK message. Sorry I can offer no help. If anyone knows anything I would like to hear your ideas.
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Thanks Dasher.
Just wanted people to know I have updated the original post several times because of responses and suggestions that were posted. Thanks for all the input. I just hope someday it gets implemented.
GA
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Note: you will not receive debt if defeated by a player. You will receive debt if defeated by a Non-Player-Character (NPC)
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Great guide once again buffy. This part here has now changed though.
You will now get debt depending on how much damage was done to you by NPCs even if you were defeated by another player.
CuppaJo 06/14/06
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Just added this patch note to PvP section:
Being defeated in a PvP zone will carry debt if any of the damage to you was caused by NPCs. The amount of debt is directly proportional to the amount of damage you took from NPCs vs. how much was done by opposing Player Characters. The more damage dealt to you by NPCs means more debt when you are defeated.
* This means that you can no longer escape debt by being defeated by a PC after taking massive damage from NPCs, nor will you be penalized with a massive amount of debt if you are defeated by an NPC after taking a huge amount of damage from a PC.
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already have it bookmarked. Thanks Zloth.
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I agree with the others who've said that Hami needs to be seriously revamped. He does not need to be made more tedious to take down. He needs to be more fun. I've suggested before that I think Hami should be replaced with an instanced trial (maybe for multiple teams).
I wish the devs would give us some insight into what prompted this change and how they envision the Hami encounter as a whole.
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Agreed. I wish they would let us know. -
Cuppa
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So - here it is.
Added to the patch notes:
The Hamidon has been increased in difficulty. It is now capable of using one of its attack powers even when Held, Slept, or Stunned.
Evidently Hammy got a laser beam on it's head a long time ago but just now figured out how to use it.
The Mitos are AVs and are acting according to this patch note:
AVs/Heroes and Giant Monsters now ignore threat level damage multipliers for different Archetypes. They are still affected by Taunt as before.
As for the drops? Bug.
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Castle
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Will the proposed AV Regen rollback effect Mitos and Hami?
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The Hamidon and the Mitochandria were specifically exempted from the original AV/GM changes. As such, there is nothing to roll back for them, in this regard.
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Castle all you are doing is allowing griefers a better chance to cause deaths. before if hami was held. someone with taunt could not cause the holding team to die. now he/she can.
This is not good. I am getting more and more upset with this game. The only thing I seem to get is nerfs. GDN / ED / Aggro cap / cap on numbers that can be hit. And now your going to buff GM's AV's and the friggen hami??? WAKE UP! This game is starting to become less less fun. -
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I can kick around debris but I can't kick a red ball...Monkey is sad
No more kicking around bullet casings (although cool), would be cooler as a red ball. I hope if we keep up support like the PDP, it will get implemented...
Big Red Ball...Now
Big Red Ball...Forever!
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When Monkey is Sad she throws Poo Devs!!!
Watch Out!!
Lets get the BRB before the poo starts to fly! -
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Are you stalking me sugar?
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lol. Yes so you had better watch what you post.
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LOL ok. I used the Roleplay forums to get some Ideas as to how the Moon Zone would be if it were PvP. and to flesh out some of the zone ideas. Some of them went on total tangents to what I would have thought of, and expanded into whole new area. That was good. I have hopes that this is what they are working on. (something similar anyway). cuppa was a little cryptic on the subject. -
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As sarcastic as I was before, the idea that work is fun in a video game is piss poor and 20 years out of date, yet its a repeated mistake and why video games, and specifically MMOs can't advance. And why games that are so bogged down in minutia like CoH is will never appeal to the masses.
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You said a mouthful right there Circ.
A game should be so blindingly fun you can't stop playing it... We all have plenty of work to do at WORK (or school)... we don't need a game to simulate WORK for us.
F
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QFT. Why do I want to work in game. I get enought out here.
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Multiple empowerment stations will stack the buffs that are offered (by design). If we made the buffs as good as players "expect" right out the gate, they'd be WAY too good when stacked.
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But... why make them stackable in the first place? These devices are for small SGs, right? A small SG is much more likely to have a limited amount of salvage, which it can invest in very few buffs before stores run out. As things stand, the buffs NEED to be stacked multiple times in order to be worthwhile at all.
What small SGs need is a non-stackable, worthwhile buff for a simple, low Salvage cost. They won't abuse that, because they don't have the resources to.
The resources necessary for even ONE application of (say) the Hold protection buff are extremely rare. In our SG of a full seventy-five members, we could probably afford to apply four of those buffs before we exhausted the rare Salvage needed for them. That's our entire repository of rare salvage burned up. Compare that to what a tray full of Break Frees would offer.
What is gained for small SGs by making the buffs small and stackable, as opposed to substantial and non-stackable?
A thought: how about several alternative recipes for the high-end buffs, which use larger amounts of the common salvage instead of small amounts of the rare stuff? That would allow small SGs to stack buffs until they reach a decent level, without having to expend salvage that's very hard to get.
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Very well put. Stars if I had them. -
lol now I get it.
Thanks.