/beepontells ?Hi gang, how would i create an event (what would the events trigger and command line be to make an audible noise for when a character of mine receives a tell please
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/beepontells ?Hi gang, how would i create an event (what would the events trigger and command line be to make an audible noise for when a character of mine receives a tell please
well that works too thanks
There are 2 Emotes in this eventwell again, I'd need to see the actual message.
The way I've gone about this is to capture the last name in EventArg2 and the (n-1) remaining names in EventArg1, join them together and use to Select to determine placement.There are 2 Emotes in this event
The Doomshade curses Name1, Name2, Name3, Name4, and Name5. - This one starts with 2 names where its Name1 and Name2 is the first one, then continues on to Name1, Name2, and Name3 etc always placing an and before the final name.
The emote that was being referenced
Doomshade sends shadows at Name1, Name2, and Name3.
I'm kinda in the same boat, where I would like to have it where the names being called go to specified location depending on the name called. So name1, would nav to spot 1 etc.
${Select[${Me},${String[${EventArg1}${EventArg2}].Replace[ ,]}]}
[Doomshade1]
trigger=#*#The Doomshade curses #1# and #2#.#*#
command=/docommand ${If[${Select[${Me},${String[${EventArg1}${EventArg2}].Replace[ ,]}]},/multiline ; do stuff and close the ${If} statement at the end
sounds like a much better candidate for a Lua script rather than an mq2event
mq2event command will require a whole bunch of whacky ${If[blah], doA, ${If[blah2], doB, doC
Not really going to be able to help you without knowing what the events are.Anyone have any best practices for making events better/more reliable?
I have 10 characters I have running on events, and for the most part they work great, but sometimes they just suck and fail their event. Before raids, I emote the event and test it and it works fine, then during the raid it will fail 1/3 of the time or not turn back on after it shuts off. It's not consistent on which character, and it works most of the time. Just trying to figure out ways to make it better.
anytime it happens to me I always finds it was a conflict with another event, react, macro or plugin. But yeah, its sucky when you cant find out what the problem is.Anyone have any best practices for making events better/more reliable?
I have 10 characters I have running on events, and for the most part they work great, but sometimes they just suck and fail their event. Before raids, I emote the event and test it and it works fine, then during the raid it will fail 1/3 of the time or not turn back on after it shuts off. It's not consistent on which character, and it works most of the time. Just trying to figure out ways to make it better.
My events definitely are sometimes. I've watched my bard get through the first, second, and third event, then fail the fourth, and then do the fifth. There's gotta be something tripping it up, but fixing it is very difficult when you tested it 30 times and it worked just fine. Troubleshooting when you're in an event is basically impossible.Not really going to be able to help you without knowing what the events are.
I always put an echo or /bc in my events so I can know if they were at least triggered. Nevermind if they do what I feel like I told them to do. This at least proves the event fired. Then I can try to establish if I did some coding wrong.
Events are not a "Sometimes it works sometimes it doesn't" sort of deal. Either you got it right, or you didn't.
Echoing events the way you think they should be is not the same as what the event text actually is. It's helpful to put yourself in a situation to replicate the incoming text repeatedly to ensure you have it setup correct, and make adjustments as needed to fit the criteria for the event.
this function just allows your directional keys to stand you up - like if you press W while sitting you will stand up to do so. you don't want to turn that offDid you try turning allow auto stand off in their eq options?
Auto stand is on, but it is on for all characters. The cleric works fine. Also if I do the trigger when not in combat, they all duck. It is just the ones that are actively attacking a mob.Did you try turning allow auto stand off in their eq options?
you are going to want to clear the target / turn off autoattack etc on toonsAuto stand is on, but it is on for all characters. The cleric works fine. Also if I do the trigger when not in combat, they all duck. It is just the ones that are actively attacking a mob.
/multiline ; /mqp on; /timed 5 /target clear; /timed 5 /attack off; /timed 10 /keypress DUCK
same results, it works fine when not actively meleeing, cleric works, rest just pause.you are going to want to clear the target / turn off autoattack etc on toons
something like
/multiline ; /mqp on; /timed 5 /target clear; /timed 5 /attack off; /timed 10 /keypress DUCK
what i posted above clears your target and turns off auto attack.same results, it works fine when not actively meleeing, cleric works, rest just pause.
if use out of combat, they all duck as intended
No idea what is screwing it up, going to try rebooting restarting everything.
same results, it works fine when not actively meleeing, cleric works, rest just pause.
if use out of combat, they all duck as intended
No idea what is screwing it up, going to try rebooting restarting everything.
After a reboot, it all works now. Something musta been hung up idk.what i posted above clears your target and turns off auto attack.
after you make edits to the events ini file, are you reloading the ini? The plugin does not automagically re-read the ini file after the plugin has started.After a reboot, it all works now. Something musta been hung up idk.
Well, raid strats in the forums here are sparse. I don't know if people don't want to share or whatever, but most events would work for other players too if they were set up similarly. I was just hoping for some examples for ideas as I'm running out of ways to solve this raid event that will be anywhere near consistent.No, folks would usually share as part of a strat or guide. Personalized events vary quite a lot
Well, this would be possible for any raid. Cause there's few ways to filter out raid/event specific emotes. They work exactly the same/have same text regardless of who uses them.The problem with a shared ini for events is you get some people like the one I shall not name here that decides to go around trying to set off other people's events by sending tells with trigger text.
Chances are the raid is on YouTube or township rebellion or a dozen other sites. The emotes for each raid are public information. If you put /beepontells and actively put that person on ignore, you should not have any issues. Or you can tell harden your emote triggers by getting rid of the #*# at the beginning so it only finds the real event message and not tells.It was actually an event taken from the Kael group mission that there are a few threads about on here so easy to grab the trigger text
${Zone.ID}==XYZ
check in the /if statement of the command line so it can never be triggered outside of the zone where the event happens.Strip links from events
- brainiac
Have you figured out a trigger for the return to raid from the aura yet?The way I've gone about this is to capture the last name in EventArg2 and the (n-1) remaining names in EventArg1, join them together and use to Select to determine placement.
will return the position of your name, whether it's called first, second, third, etc or 0 if it's not called at all. Then you can use some nested ${If} to handle /nav wp DoomshadeX.INI:${Select[${Me},${String[${EventArg1}${EventArg2}].Replace[ ,]}]}
INI:[Doomshade1] trigger=#*#The Doomshade curses #1# and #2#.#*# command=/docommand ${If[${Select[${Me},${String[${EventArg1}${EventArg2}].Replace[ ,]}]},/multiline ; do stuff and close the ${If} statement at the end
Not really any special magic to that... just an appropriately estimated delay on the same initial eventHave you figured out a trigger for the return to raid from the aura yet?
; /timed 240 /nav locxy 130 -150
Have you found any clever way to sort out the running bots to different places each time?Not really any special magic to that... just an appropriately estimated delay on the same initial event
INI:; /timed 240 /nav locxy 130 -150
Bard
[Command1]
trigger=#*#Ape throws Poo at #1#, #2#, #3# #*# #4# #*# #5#. #*#
command=/if (${Spawn[=${EventArg1}].ID}==${Me.ID}) /multiline ; /rsay I am running to my (1a) spot!; /mqp on; /twist stop; /stopcast; /target clear; /moveto [insertEndXYlocHere]; /timed 245 /nav [insertStartXYZlochere]; /timed 100 /stick off
KA
[Command1]
trigger=#*#Monkey throws poo at #1#, #2#, #3# #*# #4# #*# #5#. #*#
command=/if (${Spawn[=${EventArg1}].ID}==${Me.ID}) /multiline ; /rsay I am running to my (1a) spot!; /mqp on; /chaseoff; /backoff on; /stopcast; /target clear; /moveto [insertEndXYlocHere]; /timed 245 /nav loc [insertStartXYZlochere]; /timed 100; /mqp off; /backoff off; /face
ClassPlug
[Command1]
trigger=#*#an organgutan throws poo at #1#, #2#, #3# #*# #4# #*# #5#. #*#
command=/if (${Spawn[=${EventArg1}].ID}==${Me.ID}) /multiline ; /rsay I am running to my (1a) spot!; /docommand /${Me.Class.ShortName} pause on; /stopcast; /target clear; /moveto [insertEndXYlocHere]; /timed 245 /nav loc [insertStartXYZlochere]; /timed 100; /docommand /${Me.Class.ShortName} pause off