Did you download the mod from this thread? There are some hacked versions of the mod floating around where people have tampered with exactly that method.
EDIT: Actually looking at it more closely. Are you sure you're not missing a rogue NPE at startup, that looks like initialisation didn't complete properly. Can you post the contents of the launcher's "Developer Log" tab please.
EDIT EDIT: And just FYI, "randomly" is "when you pick up an item from the ground or receive a chat message or in fact any macro event is raised".
triangle brackets such as <text> mean required parameters, the brackets are not part of the command and are replaced
square brackets mean the same, except the parameter is optional
so the command ACHIEVEMENTGET(<text>,[itemid[:damage]])
Means you can run the command with either just text
ACHEIVEMENTGET(yourtext)
the text and item id
ACHEIVEMENTGET(yourtext,wool)
or the text, id, and damage
ACHEIVEMENTGET(yourtext,wool:1)
probably because you read the name and assumed it does exactly what the vanilla binding screen does?
that's fine, it's your loss, meanwhile i'll be using it to make minigames for servers and plugin interfaces and stuff =P
I wanted to set a toggleable key with an specific pattern, but I don't seem to be able to do it. I want the game to change to, let's say, slot 7, then place blocks (4 or 5, maybe holding right click function) as fast as it can, then change to, for example slot 3, and using whatever tool it has there to break it, maybe simulating left click and holding it. But for some reason, I don't find a way to hold the attack button, it just attacks for a second. I have the whole toggle-able option made, but I don't find a way to set the specific events. I can't just change to slot, make it press the key a few times, chagne slot again and press attack holding it. Any idea how can I do it?
EDIT: Nevermind, managed to do it the way I wanted, by repeating the key(use) and key(attack) keys with 10ms wait between them, I managed to make it work.
This mod has LONG since proven it has a very strong and powerful use and community that is very dedicated to it, why would you bother with a ridiculous comment like this??
Rollback Post to RevisionRollBack
"And on the last day he said: 'Now let them build great things with crude blocks!'" ~ B. A. Tetreault
I see a new version of liteloader for 1.7.10, is a new version of the mod also coming soon? The server I play on runs craftbukitt, which still sees the 1.7.2 version of mc as outdated. Obviously the new version of liteloader doesn't load the 1.7.2 verison of the keyboard mod. On the other hand, it DOES load the 1.7.10 version of Zans Minimap!! BIG YEA for that!!
I see a new version of liteloader for 1.7.10, is a new version of the mod also coming soon? The server I play on runs craftbukitt, which still sees the 1.7.2 version of mc as outdated. Obviously the new version of liteloader doesn't load the 1.7.2 verison of the keyboard mod. On the other hand, it DOES load the 1.7.10 version of Zans Minimap!! BIG YEA for that!!
I am sure that he is working on an update for this mod, but you need to keep in mind just how large this mod is.
Is there perhaps some dev/unstable version for newer than 1.7.2? Feels weird that all other Mumfrey's mods work on 1.7.10 but not this
It is not just a simple update from version to version. Many times when he has a functional version he posts it in the thread. When he has a full update, he adds it to the main (first) post.
Rollback Post to RevisionRollBack
"And on the last day he said: 'Now let them build great things with crude blocks!'" ~ B. A. Tetreault
I saw your post about the auto-walker and thought i'd try running that on my giant custom terrain world while recording a time-lapse, might make for a sweet vid.
Do you mean the only thing outdated is that it uses block integer IDs instead of string IDs? If so, I don't mind updating it for you/us.
I saw your post about the auto-walker and thought i'd try running that on my giant custom terrain world while recording a time-lapse, might make for a sweet vid.
Do you mean the only thing outdated is that it uses block integer IDs instead of string IDs? If so, I don't mind updating it for you/us.
I assume so, scripts are always forwards compatible, as far as i know the change to string id's has been the only exception to that
Thanks that works! Also it only craft 64 at a time, I have to exit out the crafting bench and press the macro hotkey again. How can i have it craft 3-4 stacks at a time?
Thanks that works! Also it only craft 64 at a time, I have to exit out the crafting bench and press the macro hotkey again. How can i have it craft 3-4 stacks at a time?
It should already? If not try making the 64 -> 999 to craft as much as possible.
Is there a reason you can't compare more than 11 things in an IF statement? i was trying for hours to find a bug in a very long script I wrote and everything seemed fine. I just found out it's because if you compare more than 11 variables in an IF statement it returns false no matter what.
Did you download the mod from this thread? There are some hacked versions of the mod floating around where people have tampered with exactly that method.
EDIT: Actually looking at it more closely. Are you sure you're not missing a rogue NPE at startup, that looks like initialisation didn't complete properly. Can you post the contents of the launcher's "Developer Log" tab please.
EDIT EDIT: And just FYI, "randomly" is "when you pick up an item from the ground or receive a chat message or in fact any macro event is raised".
triangle brackets such as <text> mean required parameters, the brackets are not part of the command and are replaced
square brackets mean the same, except the parameter is optional
so the command
ACHIEVEMENTGET(<text>,[itemid[:damage]])
Means you can run the command with either just text
ACHEIVEMENTGET(yourtext)
the text and item id
ACHEIVEMENTGET(yourtext,wool)
or the text, id, and damage
ACHEIVEMENTGET(yourtext,wool:1)
'Cause tomorrow spring is here
probably because you read the name and assumed it does exactly what the vanilla binding screen does?
that's fine, it's your loss, meanwhile i'll be using it to make minigames for servers and plugin interfaces and stuff =P
'Cause tomorrow spring is here
I lol'd.
EDIT: Nevermind, managed to do it the way I wanted, by repeating the key(use) and key(attack) keys with 10ms wait between them, I managed to make it work.
I see no use or purpose to this comment...
This mod has LONG since proven it has a very strong and powerful use and community that is very dedicated to it, why would you bother with a ridiculous comment like this??
The best kept secret to administering a server is LiteLoader, WorldEditCUI, and Macro/Keybind Mod!
it has a lot of uses.
Install liteloader first.
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1290155-liteloader-for-minecraft-1-7-10
Also this mod isn't update for 1.7.10 yet
I said this mod isn't updated to 1.7.10 yet
I am sure that he is working on an update for this mod, but you need to keep in mind just how large this mod is.
It is not just a simple update from version to version. Many times when he has a functional version he posts it in the thread. When he has a full update, he adds it to the main (first) post.
The best kept secret to administering a server is LiteLoader, WorldEditCUI, and Macro/Keybind Mod!
Do you mean the only thing outdated is that it uses block integer IDs instead of string IDs? If so, I don't mind updating it for you/us.
I assume so, scripts are always forwards compatible, as far as i know the change to string id's has been the only exception to that
'Cause tomorrow spring is here
$${Do(4);CraftAndWait(46,64);Loop}$$
but this does not work for me. ANy help is appreciated
You must use the tnt ID (which is 'tnt') now instead of 46.
It should already? If not try making the 64 -> 999 to craft as much as possible.
Any idea why this happens?
example:
this works:
IF((1 == 1) && (1 == 1) && (1 == 1) && (1 == 1) && (1 == 1) && (1 == 1) && (1 == 1) && (1 == 1) && (1 == 1) && (1 == 1) && (1 == 1))
SET(inicheck4);
ELSE
UNSET(inicheck4);
ENDIF
this doesn't:
IF((1 == 1) && (1 == 1) && (1 == 1) && (1 == 1) && (1 == 1) && (1 == 1) && (1 == 1) && (1 == 1) && (1 == 1) && (1 == 1) && (1 == 1) && (1 == 1))
SET(inicheck4);
ELSE
UNSET(inicheck4);
ENDIF