Using your own flags is also possible, this allows you to create simple toggles or
modifiers:
IF(someflag);
LOG("The flag is true, setting it to false");
UNSET(someflag);
ELSE;
LOG("The flag is false, now setting it to true");
SET(someflag);
ENDIF;
I wanted to use ingame and have tested it:
IFMATCHES(%CHAT%,"toggleFlagTest"); PLAYSOUND(note.pling); IF(someflag); echo(/fakemsg HELP The flag is true, setting it to false); UNSET(someflag); ELSE; echo(/fakemsg HELP The flag is false, now setting it to true); SET(someflag); ENDIF; ENDIF
But every time I get: The flag is true, setting it to false.
(fakemsg is a plugin, that just only gives me a message.
Anybody a solution fot this flag Problem?
Basically you have to make it a public flag so it stores the true/false.
Replace all your flag names with @flagname
Rollback Post to RevisionRollBack
Thanks to Mumfrey for creating this awesome mod! The Macro / Keybind Mod. If you ever need to contact me asap, go to the server: mc.synapsehlp.com
But every time I get: The flag is true, setting it to false. (fakemsg is a plugin, that just only gives me a message.
Anybody a solution fot this flag Problem?
Instead of fakemsg you can just use LOG("Your message here") by the way, which also supports &-encoded colour codes.
My guess is that you've used EXEC to include a script rather than using a file include. Since EXEC starts a new task local variables will be local to the task instance rather than the parent macro. If you just include the file instead then the flags are persisted against the macro template.
Alternatively you can make the variables global (shared between all macros and tasks) by prepending @ as Meep mentioned, but I still don't recommend using EXEC unless you really do want to start a task because it's more expensive than a regular macro, although not much.
If I'm wrong about the EXEC thing, then check you have the latest version, because the IPO for 1.4.6 had some issues with SET and UNSET.
Bug Report:
I have key "G" bound to /thru, and every time I press it I get disconnected for End Of Stream. This is the only key it happens with.
Other Mods: Forge, IC2, RPpre6, IronChests, BuildCraft, Portal Gun No mods use this as a keybind, even deleting the macro for it still causes the problem.
Any help with this?
EDIT: "G" might be the PortalGun grab key.
EDIT 2: I was correct, ignore this post.
I need help getting this to work. I followed the instructions and have tried for hours to get it to work. Whenever I install it and I go into my controls page in minecraft, there are no extra pages. It is like I didn't install it at all. I have reis minimap on, but I have tried it with no mods installed. I'm on a macbook Air, and I found out that when installing liteloader, I have to merge the com folder that was inside the liteloader folder into the minecraft.jar. All this did was fix the sound problem that macs have. I looked through the forums, youtube and google, but I haven't found any information. Any help would be appreciated.
With tools like MultiMC and MagicLauncher, I personally wouldn't try to install any mod by unarchiving and rearchiving the JAR file on any system, mac or otherwise. It's just not worth the hassle, and on a mac in particular the archive handing tools that come with the OS aren't very friendly (especially for jar files).
These launcher tools work just fine on a mac. MagicLauncher works just fine except in this one case where it's run from the Applications folder and then perhaps only because some particular application I have installed contains a file in its app bundle that causes liteloader to block forever while it's searching subdirectories. (Perhaps it's encountering a special file of some sort in an application bundle, all of which are directories that contain whole directory trees that can get elaborate.)
To install anything on a mac, I'd just get MultiMC or MagicLauncher. MultiMC is fine if used in the applications folder. If you use MagicLauncher just don't run it from the Applications folder if you run into problems with liteloader.
MCPatcher used to be usable as a simple archive management tool that worked on the mac, but the author decided to stop distributing the vanilla jar version and it's now windows only. (That's OK because it actually, by default, wants to install its own mods that conflict with OptiFine and pretty much everyone just uses OptiFine these days.) Actually the old vanilla jar version still works as a specialized archive tool for copying mods into minecraft.jar if you just disable all of the outdated mods that it comes with, but it's not worth messing with at this point.
It's just not worth manually taking apart minecraft.jar when you can just use MultiMC or MagicLauncher.
Unrelated subject:
I've found that TabbyChat is really useful with this mod because of how it will by default create new tabs for anything that resembles a "channel", meaning that something like:
LOG("[Logins] %JOINEDPLAYER% logged in")
will automatically get it's own tab called Logins under the default configuration. So in addition to using LOGTO() with a gui textarea, you can essentially log different things to different tabbychat tabs simply by formatting the log message such that the default tab creation regexes (or one of your custom "filter to tab" expressions) put the log message in a different tab. This all works nicely.
Speaking of that, I didn't see a chat GUI editor. TabbyChat might just clobber it or something, I'd have to go back and look.
I'm having an issue with a ChatFilter script of mine. Basically, it filters towny map text from the main chat and redirects it to an "infochat" label - it works, but if I move too fast across towny chunks (and hence flooding the chat with the map), I'll crash with an ConcurrentModification exception.
Description: Unexpected error
java.util.ConcurrentModificationException
at java.util.LinkedList$ListItr.checkForComodification(LinkedList.java:761)
at java.util.LinkedList$ListItr.next(LinkedList.java:696)
at net.eq2online.macros.gui.designable.DesignableGuiControlTextArea.Draw(DesignableGuiControlTextArea.java:116)
at net.eq2online.macros.gui.designable.DesignableGuiLayout.Draw(DesignableGuiLayout.java:373)
at net.eq2online.macros.gui.designable.DesignableGuiLayout.Draw(DesignableGuiLayout.java:309)
at net.eq2online.macros.gui.screens.GuiMacroModOverlay.DrawScreen(GuiMacroModOverlay.java:141)
at net.eq2online.macros.core.MacroModCore.OnTickInGame(MacroModCore.java:820)
at net.eq2online.macros.LiteModMacros.onTick(LiteModMacros.java:83)
at com.mumfrey.liteloader.core.LiteLoader.onTick(LiteLoader.java:1035)
at com.mumfrey.liteloader.core.HookProfiler.b(HookProfiler.java:184)
at ModLoader.onTick(ModLoader.java:1103)
at EntityRendererProxy.b(EntityRendererProxy.java:21)
at net.minecraft.client.Minecraft.J(SourceFile:605)
at net.minecraft.client.Minecraft.run(SourceFile:534)
at java.lang.Thread.run(Thread.java:662)
Here's my chatfilter:
IFMATCHES(%CHATCLEAN%,"\.oOo\._+\.\[ Towny Map \(",&pattern);
LOGTO("infochat",%CHAT%);
SET(#maplines, 8);
FILTER;
ELSE;
IF(#maplines == 1);
// the plot owner line
LOGTO("infochat",%CHAT%);
SET(#maplines,0);
FILTER;
ELSE;
IF(#maplines > 1);
IFMATCHES(%CHATCLEAN%," -.*");
// map lines start with space then hyphen
LOGTO("infochat",%CHAT%);
//LOGTO("debug",#maplines);
DEC(#maplines);
FILTER;
ELSE;
LOGTO("debug","Unexpected line in towny map!");
LOGTO("debug",%CHAT%);
SET(#maplines,0);
ENDIF;
ENDIF;
// ELSE PASS
ENDIF;
// Unreachable
ENDIF;
I think what's being concurrently modified is #maplines - decrementing with the old map and at the same time setting to 8 on a new one. Is there a check I can do to prevent concurrent modification or a better way to filter out a block of text?
It's a great mod, but when I install it my sound stops working. Is there a way to fix this?
You are using Mac right?
Restore your original minecraft.jar
Copy everything from liteloader.zip except the com folder into your minecraft.jar
Copy content of the com folder in the com folder inside the minecraft.jar
That is a bug with the mac archiever which overrides the com folder instead of merging the two.
The Meaning of Life, the Universe, and Everything.
Join Date:
1/29/2012
Posts:
90
Minecraft:
rookie1024
Member Details
Could you add/is there a config option to use the old 'Controls' GUI? I have a whole bunch of mods(75 of them, FML tells me), and additionally some of the controls have rather long names. Your paginated 'Controls' GUI, while nice, is lacking in the ability to see different controls together by scrolling, and some of the control names are long enough that the next column cuts them off.
Right now, (since I am using MultiMC) I just have to uninstall, install Macros mod whenever I want to use the old GUI. Don't really need a Edit Macros button either... since there's a key for that
I think what's being concurrently modified is #maplines - decrementing with the old map and at the same time setting to 8 on a new one. Is there a check I can do to prevent concurrent modification or a better way to filter out a block of text?
Look again, you'll see it's actually the internal buffer in the text area that's suffering the concurrent modification. I was worried this kind of thing might happen with the chat filter, since chat is received in the network thread and everything else happens in the game thread. It's the main reason the chat filter is still marked experimental, I haven't had time to chase down issues like this.
I'll see what I can do about it, possibly some synchronisation on the textarea's buffer could cure the problem.
Is there anyway I can either get items from my inventory into my hotbar for use? I made a couple autobuild scripts, but they only allow me to use 64 * 9 blocks because I am limited to the hotbar. I thought `Pick()` would work... but it only selected it in your hotbar. Help?
I'm having issues with this mod, HD Skins and Capes (voxel), and Optifine. In addition to the usual messed up font issue with the HD skins when using AA or AF, it also messes up some ingame textures. The oak wood seems to obtain the texture of your towns.png, and the sides of the stone slab gets the homes.png (transparency and all). Changing texture packs fixes the text issue, but not the textures.
There's probably some other textures that's somehow using friends.png and players.png, but I haven't seen them.
Basically you have to make it a public flag so it stores the true/false.
Replace all your flag names with @flagname
Instead of fakemsg you can just use LOG("Your message here") by the way, which also supports &-encoded colour codes.
My guess is that you've used EXEC to include a script rather than using a file include. Since EXEC starts a new task local variables will be local to the task instance rather than the parent macro. If you just include the file instead then the flags are persisted against the macro template.
Alternatively you can make the variables global (shared between all macros and tasks) by prepending @ as Meep mentioned, but I still don't recommend using EXEC unless you really do want to start a task because it's more expensive than a regular macro, although not much.
If I'm wrong about the EXEC thing, then check you have the latest version, because the IPO for 1.4.6 had some issues with SET and UNSET.
Any help with this?
EDIT: "G" might be the PortalGun grab key.
EDIT 2: I was correct, ignore this post.
These launcher tools work just fine on a mac. MagicLauncher works just fine except in this one case where it's run from the Applications folder and then perhaps only because some particular application I have installed contains a file in its app bundle that causes liteloader to block forever while it's searching subdirectories. (Perhaps it's encountering a special file of some sort in an application bundle, all of which are directories that contain whole directory trees that can get elaborate.)
To install anything on a mac, I'd just get MultiMC or MagicLauncher. MultiMC is fine if used in the applications folder. If you use MagicLauncher just don't run it from the Applications folder if you run into problems with liteloader.
MCPatcher used to be usable as a simple archive management tool that worked on the mac, but the author decided to stop distributing the vanilla jar version and it's now windows only. (That's OK because it actually, by default, wants to install its own mods that conflict with OptiFine and pretty much everyone just uses OptiFine these days.) Actually the old vanilla jar version still works as a specialized archive tool for copying mods into minecraft.jar if you just disable all of the outdated mods that it comes with, but it's not worth messing with at this point.
It's just not worth manually taking apart minecraft.jar when you can just use MultiMC or MagicLauncher.
Unrelated subject:
I've found that TabbyChat is really useful with this mod because of how it will by default create new tabs for anything that resembles a "channel", meaning that something like:
LOG("[Logins] %JOINEDPLAYER% logged in")
will automatically get it's own tab called Logins under the default configuration. So in addition to using LOGTO() with a gui textarea, you can essentially log different things to different tabbychat tabs simply by formatting the log message such that the default tab creation regexes (or one of your custom "filter to tab" expressions) put the log message in a different tab. This all works nicely.
Speaking of that, I didn't see a chat GUI editor. TabbyChat might just clobber it or something, I'd have to go back and look.
Here's my chatfilter:
I think what's being concurrently modified is #maplines - decrementing with the old map and at the same time setting to 8 on a new one. Is there a check I can do to prevent concurrent modification or a better way to filter out a block of text?
Note Block Display | Modules for the Macro / Keybind Mod
I don't make any minimaps
You are using Mac right?
Restore your original minecraft.jar
Copy everything from liteloader.zip except the com folder into your minecraft.jar
Copy content of the com folder in the com folder inside the minecraft.jar
That is a bug with the mac archiever which overrides the com folder instead of merging the two.
Macro/Keybind mod Wiki
Right now, (since I am using MultiMC) I just have to uninstall, install Macros mod whenever I want to use the old GUI. Don't really need a Edit Macros button either... since there's a key for that
Look again, you'll see it's actually the internal buffer in the text area that's suffering the concurrent modification. I was worried this kind of thing might happen with the chat filter, since chat is received in the network thread and everything else happens in the game thread. It's the main reason the chat filter is still marked experimental, I haven't had time to chase down issues like this.
I'll see what I can do about it, possibly some synchronisation on the textarea's buffer could cure the problem.
You can disable it in the config file by setting customcontrolsgui.enabled to 0.
*fist pump*
If you aren't already using it, you should check this out:
http://www.forkk.net/MultiMC4/
I'm using it (albeit on a PC) and I have hardly had to touch 7-Zip, WinRAR, etc. since!
You can already do that
Macro/Keybind mod Wiki
Any that aren't in the readme you can find (for the moment) via examining the changelogs. There aren't that many new ones to be honest.
Er, no. What would you even want that for?
Mumfrey is currently working on a wiki.
You should check out the changelog for newer infos.
Macro/Keybind mod Wiki
There's probably some other textures that's somehow using friends.png and players.png, but I haven't seen them.
http://imgur.com/a/UU56F
Is anyone else able to reproduce this? I used AFx4 and AAx8.
Mods I work on and maintain:
TabbyChat | Mine Little Pony
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