test content
What is the Arc Client?
Install Arc

FAQ for Bindings/Commands

1235712

Comments

  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited June 2010
    Back in CoX, it was possible to use a string value to name someone in a chat bind. It was usuall expressed as "$target" in your command code. It was useful for saying things like "I'll take the Bone Daddy." and so on and so forth.

    Is there a piece of code for Champions Online? I'd like to do some specific call outs.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited June 2010
    Random wrote:

    t "SetActiveCostume 0 0$$+PowerSlotExec 14$$BindLoadFile land.txt"


    t "SetActiveCostume 0 1$$+PowerSlotExec 14$$BindLoadFile fly.txt"


    I've set up files with these commands and gotten it all to work after a fashion, but there's one serious headache I can't seem to solve. When I hit 'T' to activate my travel power (flight, in my case) it charges up to max, always. This is problematic as sometimes I want to get into flight mode quickly and not have to wait for a full charge.

    If I understand things correctly the '+" in front of '+PowerSlotExec' should allow me to tap or charge, but it doesn't seem to -- it always charges to full even if I just tap. Am I misunderstanding how the command should work, or what? Is '+PowerSlotExec 14' really just the same as 'PowerSlotExec 1 14' and I'm misunderstanding how the '+' is supposed to work?

    Oh, and does anyone know what the cooldown on costume swaps is exactly? Seems like around 10 sec, but I'm not entirely sure and the cooldown doesn't seem to be displayed anywhere. To be honest I can't even figure out why there is a cooldown on costume swaps in the first place.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited June 2010
    SOMEHOW :D i seem to have erased the default command associated with the "ESC" key.
    (The one that brings up the sub menu that includes the commands "log out" and "quit".)
    Does anyone know the command so i can re-keybind it?

    Thanks...
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited June 2010
    SOMEHOW :D i seem to have erased the default command associated with the "ESC" key.
    (The one that brings up the sub menu that includes the commands "log out" and "quit".)
    Does anyone know the command so i can re-keybind it?

    Thanks...

    I'm not seeing anything assigned to ESC in Options/KeyBinds. What is happening when
    you press it?

    You might try going to options/keybinds (via menu upper left button on mini display) and
    selecting reset to defaults.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2010
    Greydraco wrote:
    I'm not seeing anything assigned to ESC in Options/KeyBinds. What is happening when
    you press it?

    You might try going to options/keybinds (via menu upper left button on mini display) and
    selecting reset to defaults.

    Nothing is happening, unlike my other toons.
    I'm thinking i overwrote it somehow and then erased the overwrite thereby deleting the default keybind.
    Yeah, if i can't find the answer i'll reset to default.
    But since i've got a few custom keybinds i thought i'd try this first...
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2010
    Nothing is happening, unlike my other toons.
    I'm thinking i overwrote it somehow and then erased the overwrite thereby deleting the default keybind.
    Yeah, if i can't find the answer i'll reset to default.
    But since i've got a few custom keybinds i thought i'd try this first...

    Looking at the console command list, it looks like esc is bound to 'ClearTargetOrBringUpMenu' by default. I'm guessing what you need is something like /bind esc "ClearTargetOrBringUpMenu", but god knows I'm probably way off.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2010
    Nothing is happening, unlike my other toons.
    I'm thinking i overwrote it somehow and then erased the overwrite thereby deleting the default keybind.
    Yeah, if i can't find the answer i'll reset to default.
    But since i've got a few custom keybinds i thought i'd try this first...

    Try doing "/bind_save_file mykeybinds.txt"

    This will save your current key binds into a editable file. Load it into notepad and check it out.
    the command bind_save_file should save to the file any key binds that have been changed from
    their default. You might be able to see if ESC has been set to "NULL" or not. Either
    way you should be able to reset your current key binds with "/bind_load_file mykeybinds.txt"
    after doing a "Reset to Defaults".
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2010
    I had already saved the file, thats how i knew i cleared it.
    I just didn't know HOW i cleared it :)

    But thanks, "ClearTargetOrBringUpMenu" worked...
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2010
    I've read through this (absolutely wonderful, fantastic, and invaluable) thread, and if it's here, or anywhere in the forums for that matter, I've missed what I'm looking for.

    I'm looking for a command within a string that will allow me to cycle through a series of moves with a single keypress for tanking purposes without resorting to an external .txt file. Specifically; a tap for Shadow Blast (which has my crippling challenge), Thunderbolt Lunge, tapped Defile, then a maintain-while-held Devour Essence.

    I wouldn't need this if my fumbling old fingers could find the keys as well as they used to, but, as they say, time wounds all heels...

    I'd appreciate any help, or a re-direct to a post I've missed that has what I want.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2010
    I believe the only way to accomplish what you're trying to do is either using a rotating *.txt file,
    OR use a macro with a time delay on each command.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2010
    thebax wrote:
    I'm looking for a command within a string that will allow me to cycle through a series of moves with a single keypress for tanking purposes without resorting to an external .txt file. .

    If you don't mind getting your hands dirty with a little Lua, you can try either something like a Logitech G-series kayboard or use something like autohotkey.

    The only issue I can see there is the CO engine seems to handle keyboard input very oddly. Even a simple two-key script tends to be problematic without (and even with) playing with delays. That, and since all scripting in this game is 'dumb' (id est, there's no access to gamestate data), there's no easy way to get a sequence to reset to its start state without dedicating another key/macro to doing just that and making sure you hit it between targets/fights.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2010
    Ok, thanks for the info/replies :)

    I was kind of hoping there was a different comand from the "$$" string joiner that would let the system know "Ah, he already did the first one, so the hotkey means the second segment now, and the next time he presses it, it will mean the third" etc. If such a command/symbol does not exist with this system, then I'll puzzle out how to do it with a .txt file.

    Yea gods, but I miss my brain of 20-30 years ago, so much harder to learn new things now :p
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2010
    I believe the only way to accomplish what you're trying to do is either using a rotating *.txt file,
    OR use a macro with a time delay on each command.

    This is the first I've heard of a time delay with binds. How do you do that?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2010
    I believe the only way to accomplish what you're trying to do is either using a rotating *.txt file,
    OR use a macro with a time delay on each command.
    This is the first I've heard of a time delay with binds. How do you do that?
    A "macro", not a "bind" :cool:
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2010
    Excellent thread!

    Was having trouble doing what I needed. It simply was not performing the sequence consistently for me however I finally have it doing right what I want, so thought I would share for anyone else experiencing the same issues of it not working or working badly / bad sequence.

    Imbue is an excellent power I found while rummaging around at L35 in PH and gave it a go. I like it, a lot. I'm total Might Melee and Imbue serves 2 purposes for me based on situation:

    1) Can be used to get a evil critical and

    2) Can be used to crit my last resort heal which is Resurgence.

    Imbue is an Onnext attack (or heal), regardless if it's a monster hit or a fly swat clobber.

    1) Problem:

    Big battle it is easy to waste Imbue in many, many ways if not paying attention but most common would simply be the auto attack of Clobber / EB.

    1) Answer:

    "DefaultAutoAttack 1 $$ ToggleDefaultAutoAttack $$ +PowerTrayExec 3"

    - Forces EB on and then off in m/s unnoticable. I was not able to -consistently- toggle it off, and ONLY off, otherwise.
    - Executes Imbue.
    - I'm ready to blast whatever I want.
    - Kick EB back on as normal manually. Much more manageable and fast in battle.

    2) Problem:

    Big battle where I have a TON of agro on me, or just something that hits like a train and I missed a block or couldn't and therefore took a near death hit, I need the solution provided by 1 plus my last resort heal, and I need it to always work, regardless of cool down of Imbue, and to always behave consistently and not only execute 1 or the other, regardless of CD on either. It must 1st try Imbue and then it must try Resurgence, always. I was not able to get this working -consistently- using the + syntax.

    2) Answer:

    "DefaultAutoAttack 1 $$ ToggleDefaultAutoAttack $$ PowerTrayExec 1 3 $$ PowerTrayExec 1 10"

    - Forces EB on and then off in m/s unnoticable. I was not able to -consistently- toggle it off, and ONLY off, otherwise.
    - Executes Imbue if it can. If it can't, so beit.
    - Executes a Resurgence or Critical Resurgence if Imbue was available.
    - I'm alive, and angry... :mad: here comes big, big fist.

    - Mr. Bruise
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2010
    I read most of this thread and I'm still trying to understand the clients behavior when it comes to travel powers. any insight you can provide is appreciated.

    I'm looking for a way to turn off my travel power other than simply toggling it. i'm hoping to find a command like:

    -PowerTrayExec 14
    Or
    PowerTrayExec 0 14

    I'm not able to get either of these to work. The system simply ignores them.

    I can turn the power off if it is on and on if it is off by using:

    PowerTrayExec 1 14

    but I'm really looking for a command that only turns it off. I don't want it to be turned on if I accidentally send the PowerTrayExec 1 14 to the client while the power is off.

    Thanks for your help!
    ND
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2010
    I was really liking that key too. I seemed to have it stop functioning around the June patch, was that my configuration or did everyone see that? (Repro steps: open bank window, right click in inventory to move a stack of items to the bank, the quantity dialog comes up asking how many to transfer, hit Insert and it transfers all without having to move the mouse over and click the ok button). Now hitting Insert doesn't appear to be doing anything.

    I've seen a thread on binding a key to UIOK, but that doesn't seem to work here. I've also tried "/GenButtonClick Countslider_Okbutton " which will work from the chat box while the count dialog is open, but I can't seem to bind it to a key and have that key function while the dialog is open. Does anyone have any insight on this for me?
    Thanks
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2010
    I read most of this thread and I'm still trying to understand the clients behavior when it comes to travel powers. any insight you can provide is appreciated.

    I'm looking for a way to turn off my travel power other than simply toggling it. i'm hoping to find a command like:

    -PowerTrayExec 14
    Or
    PowerTrayExec 0 14

    I'm not able to get either of these to work. The system simply ignores them.

    I can turn the power off if it is on and on if it is off by using:

    PowerTrayExec 1 14

    but I'm really looking for a command that only turns it off. I don't want it to be turned on if I accidentally send the PowerTrayExec 1 14 to the client while the power is off.

    Thanks for your help!
    ND

    The two arguments that PowerTrayExec take are the state of the button being pressed and the tray index. The 1 or 0 that you use only indicates whether you're pressing the key down or now; 1 means the key is pessed down, 0 means it's no longer being pressed (this is how charged and maintained powers can tell when you press or let go of the key). Sending the command PowerTrayExec 0 14 just says you let go of the travel key, not that you want to stop it. As far as I know we don't have a command for that. Sorry :(
    I was really liking that key too. I seemed to have it stop functioning around the June patch, was that my configuration or did everyone see that? (Repro steps: open bank window, right click in inventory to move a stack of items to the bank, the quantity dialog comes up asking how many to transfer, hit Insert and it transfers all without having to move the mouse over and click the ok button). Now hitting Insert doesn't appear to be doing anything.

    I've seen a thread on binding a key to UIOK, but that doesn't seem to work here. I've also tried "/GenButtonClick Countslider_Okbutton " which will work from the chat box while the count dialog is open, but I can't seem to bind it to a key and have that key function while the dialog is open. Does anyone have any insight on this for me?
    Thanks

    I don't remember anyone explicitly removing it, I can look into it next time I get a chance.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2010
    Lexeme wrote:
    I don't remember anyone explicitly removing it, I can look into it next time I get a chance.

    This is the same thing that I reported to you a week or so back.

    It's only been happening since the SL patch.

    Basically the active cursor used to default to the ok button, so if you hit Insert it would select ok, now it defaults to the numerical selection category, thus Insert or UIOK can't do anything because it can't unselect the numerical value.
    (@_@)
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2010
    MyriaK wrote:
    I've set up files with these commands and gotten it all to work after a fashion, but there's one serious headache I can't seem to solve. When I hit 'T' to activate my travel power (flight, in my case) it charges up to max, always. This is problematic as sometimes I want to get into flight mode quickly and not have to wait for a full charge.

    If I understand things correctly the '+" in front of '+PowerSlotExec' should allow me to tap or charge, but it doesn't seem to -- it always charges to full even if I just tap. Am I misunderstanding how the command should work, or what? Is '+PowerSlotExec 14' really just the same as 'PowerSlotExec 1 14' and I'm misunderstanding how the '+' is supposed to work?

    Oh, and does anyone know what the cooldown on costume swaps is exactly? Seems like around 10 sec, but I'm not entirely sure and the cooldown doesn't seem to be displayed anywhere. To be honest I can't even figure out why there is a cooldown on costume swaps in the first place.

    Did anyone find a solution to this?? I have the same issue and can't make it work apart from fully charging with tapping the key.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2010
    this worked for me

    /bind p "+powertrayexec 14$$+setactivecostume 1"

    didn't forcer full charge.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2010
    Sno wrote:
    this worked for me

    /bind p "+powertrayexec 14$$+setactivecostume 1"

    didn't forcer full charge.

    Now that you mention setting costumes combined with power animations... I am trying to do the same but with emotes instead like

    /bind v "emote shock $$ setactivecostume 2"

    but that won't work at all .. I even tried to set the same stance "heroic" and mood "angry" on both costumes.. no luck.


    does anyone know of a solution for this??
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2010
    I've seen a lot of reports regarding lunge and pounce failing to move your character to the target, even though it does do the damage and other effects.

    But then CaptainFabulous mentioned that it was much more likely to fail when your energy builder is active, so I did a little research in this and other threads and came up with this bind command.

    /bind 2 "defaultautoattack 0 $$ +PowerTrayExec 1 $$ defaultautoattack 1"

    I have my pounce/lunge in the slot activated by pressing "2". Therefore I've bound to that key. It disables the EB, taps the power in slot 2, then reenables the EB.

    Activation can produce the following side-effects:
    1. Automatically enables EB if it is off, when used on a valid target.
    2. Turns off the EB, if you don't have a valid target.

    After several hours of testing in PvE (Catastrophe) and Zombie Apoc (Black Amber), I think it has improved the reliablilty of my pounces. It'll still fail, but in my opinion, not quite as often as before.

    Regards,

    V.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2010
    Genius!
    Thank you for that combo. trying out now...
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2010
    Valania wrote:
    I've seen a lot of reports regarding lunge and pounce failing to move your character to the target, even though it does do the damage and other effects.

    But then CaptainFabulous mentioned that it was much more likely to fail when your energy builder is active, so I did a little research in this and other threads and came up with this bind command.

    /bind 2 "defaultautoattack 0 $$ +PowerTrayExec 1 $$ defaultautoattack 1"

    I have my pounce/lunge in the slot activated by pressing "2". Therefore I've bound to that key. It disables the EB, taps the power in slot 2, then reenables the EB.

    Activation can produce the following side-effects:
    1. Automatically enables EB if it is off, when used on a valid target.
    2. Turns off the EB, if you don't have a valid target.

    After several hours of testing in PvE (Catastrophe) and Zombie Apoc (Black Amber), I think it has improved the reliablilty of my pounces. It'll still fail, but in my opinion, not quite as often as before.

    Regards,

    V.

    I'll have to try this out :D
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2010
    Taltos wrote:
    Now that you mention setting costumes combined with power animations... I am trying to do the same but with emotes instead like

    /bind v "emote shock $$ setactivecostume 2"

    but that won't work at all .. I even tried to set the same stance "heroic" and mood "angry" on both costumes.. no luck.


    does anyone know of a solution for this??

    Off the top of my head I'd say I don't believe it can be done because the system won't wait for the emote to finish before triggering the costume change. Most power animations can't be broken by another action, but emotes can be.

    I stopped trying to wrestle with the game's inflexible parser system and use AutoHotkey. It makes it very easily to do these seemingly simple things that the parser should be able to do but can't, mostly because there is no delay feature. Or, in my case, a bind that *should* work (as confirmed by Lexeme), but doesn't due to latency.

    And before anyone jumps down my throat, I AM NOT using it to gain an unfair advantage in any way shape or form.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2010
    And before anyone jumps down my throat, I AM NOT using it to gain an unfair advantage in any way shape or form.

    I beg to differ. You are clearly able to change out your super-undies much easier than I. If that isn't an unfair advantage, I don't know what is.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2010
    Sno wrote:
    this worked for me

    /bind p "+powertrayexec 14$$+setactivecostume 1"

    didn't forcer full charge.

    Forget what this post said before (expressing my genuine disbelief) ... I went in and tested it myself.

    And I was frankly surprised to find that this command works ... exactly as advertised. I'm surprised because the accepted parameters for the SetActiveCostume command: SetActiveCostume <integer> <costume slot>. The integer variable most often given as '0', but testing demonstrates that '1' and '2' also work. It would appear that the command line as given allows for using the leading '+' parameter in place of the <integer> variable ... which is consistent with how many other commands work.

    One quirk with this command, as given, is that it will generate a "you cannot change costumes again yet" error. No big deal, just a minor annoyance and one that can be eliminated by altering the command line slightly:

    /bind p "+PowerTrayExec 14$$SetActiveCostume 1"

    All I did was drop the second '+' before the SetActiveCostume command. Using the '+' to open the command will, in many circumstances (maybe always), eliminate the need for using it elsewhere.

    Good work, Sno ... I learned something today.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2010
    Sorry I have only read 11 or 12 first pages of the post so far and I didnt see it, but is there a target nearest enemy player command, would really help in zombie since tab is so horrible
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2010
    Stregga wrote:
    Sorry I have only read 11 or 12 first pages of the post so far and I didnt see it, but is there a target nearest enemy player command, would really help in zombie since tab is so horrible

    /targetenemynear
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2010
    For my latest toon Tormented I had some problems getting the Pounce to be reliable, even with the EB toggling bind I posted a above.
    Valania wrote:
    /bind 2 "defaultautoattack 0 $$ +PowerTrayExec 1 $$ defaultautoattack 1"
    She's a flyer and I know that flying makes pounce/lunge/leap even more unreliable, so I started looking for ways that would reliably detoggle the travel power, without turning it on, if it was off.

    What I came up with is this semi-hack, which works because there's a cooldown on travel powers after you turn it off, but not when you turn it on. I think I've seen someone else post this, too, but couldn't find it.
    • /bind 2 "+PowerTrayExec 14 $$ +PowerTrayExec 14 $$ defaultautoattack 0 $$ +PowerTrayExec 1 $$ defaultautoattack 1"
    If your travel power is on, the first +PowerTrayExec 14 will turn it off, the second one will fail to turn it back on, because off the cooldown.
    If your travel power is off, the first +PowerTrayExec 14 will turn it on, but it will be turned off again immediately again by the second one. You don't even notice it.

    I've used this for 3 days now, and I've only had it fail on me twice. And both cases could have been caused by objects between me and the target.

    Note: It is very useful for melee and pbaoe based toons with Flight, but probably less so for other travel powers, and I don't think I'd use this for a toon with Acrobatics or Jump, myself.

    Costume Changes?
    I think this could also be used in the Land command for the costume change binds. That way it'll never toggle the travel power on, when using the Land bind.

    Hope it helps,

    V.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2010
    Apologies if this has already come up but this thread has become very long! :)

    I use this to heal:
    /bind F1 "+down1 $$ TargetTeammate 1 $$ +PowerTrayExec 13"

    But I've made a new hero who uses Celestial heals and it doesn't seem to work for her. I assume it is because of the dual nature of Celestial and that that is somehow tripping it up.

    Can anyone help me out, please?

    Edit: FIXED
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2010
    /targetenemynear
    But does this target only the nearest enemy player or just the nearest enemy in ZA?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2010
    dirtydwarf wrote:
    But does this target only the nearest enemy player or just the nearest enemy in ZA?

    What is ZA?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2010
    Zombie Apocaypse. It is a nightmare to try and target Hero zombies. Just wondered if there was a way to bind and target specificaly them, and differnciate them from the pvp zombies.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2010
    dirtydwarf wrote:
    Zombie Apocaypse. It is a nightmare to try and target Hero zombies. Just wondered if there was a way to bind and target specificaly them, and differnciate them from the pvp zombies.

    That I don't know. /targetenemynear will target any critter that you can attack, so I doubt it will make a distinction between NPC critters and other players.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2010
    I tried to link multiple powers with this command line:

    /bind 5 "+PowerTrayExec 8 $$ +PowerTrayExec 9 $$ +PowerTrayExec 10 $$ +PowerTrayExec 11 $$ +PowerTrayExec 12"

    But only the first and last powers activate.
    The first four powers should be as taps and the last one must be fully charged.

    Anyone know a better way to put this?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2010
    Rafahil wrote:
    I tried to link multiple powers with this command line:

    /bind 5 "+PowerTrayExec 8 $$ +PowerTrayExec 9 $$ +PowerTrayExec 10 $$ +PowerTrayExec 11 $$ +PowerTrayExec 12"

    But only the first and last powers activate.
    The first four powers should be as taps and the last one must be fully charged.

    Anyone know a better way to put this?

    I think you are getting that because the 1st power in your list is a tap and the last is a charge. If you put '+down1$$' before the rest of what you got, it should eliminate the charge on the last power. You will not be able to have 1 button press fire off all those powers in sequence, however, as that is contrary to the envisioned play style the devs have for the game. They want it to be a constant interaction, not a "press 1 button and have it do everything for me" setup...

    EDIT:
    You could read up on using a text file to reassign what power the single key triggers, so that successive taps of a key trigger different powers, though, if that's what you were going for...
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2010
    wrote:
    I tried to link multiple powers with this command line:

    /bind 5 "+PowerTrayExec 8 $$ +PowerTrayExec 9 $$ +PowerTrayExec 10 $$ +PowerTrayExec 11 $$ +PowerTrayExec 12"

    But only the first and last powers activate.
    The first four powers should be as taps and the last one must be fully charged.

    Anyone know a better way to put this?
    Actually I was under the impression he devs made it so that a single keybind could ONLY activate two powers at the maximum, including turning one power on and off (such as a travel power).
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2010
    Ahh that's a shame :(

    In that case I got one keybind I would like, namely I hate to constantly click on Bountiful Chi Resurgence and most of the time I forget to use it and it just stands there in my powerslot.

    I want BCR to activate each time I use my Dragon's Wrath.

    Now I have BCR in slot 9 and DW on slot 1

    Or if possible to have it activate on it self whenever possible or some such.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2010
    Is there a /slash command to change "Facial Expressions"?
    I've got two different costumes i want different ones for but the settings aren't costume specific they're global.
    So i need a way to change them on a keybind, not at the tailor or on the drop down portrait menu.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2010
    wrote:
    Ahh that's a shame :(

    In that case I got one keybind I would like, namely I hate to constantly click on Bountiful Chi Resurgence and most of the time I forget to use it and it just stands there in my powerslot.

    I want BCR to activate each time I use my Dragon's Wrath.

    Now I have BCR in slot 9 and DW on slot 1

    Or if possible to have it activate on it self whenever possible or some such.
    /bind <input> "+PowerTrayExec <slot #> $$ +PowerTrayExec <slot #>"

    Use this from the front page to determine the slot #, 16 being block and 14 and 15 being your travel powers:

    | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 15 |
    | 16 | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 14 |

    So as an example, I have an attack in slots 2 and 3 and I want to use both everytime I press R:
    /bind R "+PowerTrayExec 1 $$ +PowerTrayExec 2"
    Remember that its not 2 and 3 in the bind because the bind uses total power numbers rather than the ui's active power numbers.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2010
    Is there a /slash command to change "Facial Expressions"?
    I've got two different costumes i want different ones for but the settings aren't costume specific they're global.
    So i need a way to change them on a keybind, not at the tailor or on the drop down portrait menu.

    Can't you set a different facial expression under the "mood" section of the costume creator in the tailor, with each only affecting that specific costume you set it on? I know it works that way for the stance you chose...
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2010
    biostem wrote:
    Can't you set a different facial expression under the "mood" section of the costume creator in the tailor, with each only affecting that specific costume you set it on? I know it works that way for the stance you chose...
    Stance yes, mood no :mad:
    Apparently, since "mood" is alterable outside the tailor, it's character specific not costume specific :rolleyes:
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2010
    Exactly on the Avatar right click brings up the change mood option.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2010
    SenshiBat wrote:
    Exactly on the Avatar right click brings up the change mood option.
    I got that.
    I'm looking for a /slash command so i can set it in a keybind :cool:
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2010
    I got that.
    I'm looking for a /slash command so i can set it in a keybind :cool:

    Didn't see one in the list: http://www.champions-online-wiki.com/wiki/Console_Command_List
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2010
    mirth81 wrote:
    Nope :mad:
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2010
    I got that.
    I'm looking for a /slash command so i can set it in a keybind :cool:

    /changemood
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2010
    oddTodd wrote:
    /changemood
    No i got that one.
    Problem is, "moods" stay when you change costume.
    So if i want to change one, i have to change them all (keybinds).
    Oh well, i'll live... TY
Sign In or Register to comment.