1.12.1
1.12
1.11
1.10
1.9.4
1.9
1.8
1.7.10
Liteloader
Sorry no, I am looking to add support for this in a future version but it's tricky because of the rather unpredictable nature of the way different OS's report mouse wheel movement.
this will help in mining tons of obsidian :biggrin.gif:
Can you also do this with bows?
Can you also do this with bows?
Belive me its a good mod but i dont want this much space for my controls menu :sad.gif:
EDIT: This is just a suggestion can you make a mod where you can have those >> and << buttons in the controls menu so your controls menu doesn't get cramed up with mods that add controls because if you have a lot of mods that add controls in you wont be avaible to see all of them because all of them are at the bottom of the screen hiding
You're absolutely right, someone already pm'd me this bug. I will be releasing a fixed version shortly as this is pretty annoying. Sorry about that.
Yes, although it takes a bit of fine-tuning:
pick(261) will select your bow if you have one on your hot bar. The 25 is the number of ticks to pull back the bow string for, so use a higher number to draw back longer, smaller number for less. The 10ms wait is the amount of time to release the bow string for, about 10ms is the shortest you can really get away with to make sure the string does release, you can use larger values for a longer delay between shots. Like last time you'll need to bind another key to make it stop or it will fire forever!!! :wink.gif:
I can't think of any reason the key binds would hang around after removing the mod, deleting the .zip is all that's required to remove it and then the keybinds won't be added any more (they're added on-the-fly so there's nowhere for them to persist). Try setting mod_Macros=off in the ModLoader.cfg, this should permanently disable it even if random files are hanging around somewhere.
I have already been asked to create the << >> thing as a standalone mod so I will be working on this as soon as I get time. :smile.gif:
Good point about the simple GUI, I'll update the OP. I mentioned it in the video but I totally forgot to add it to the instructions! Derp. Some kind of options button is a good idead too.
Re: binding keys to switch: yes absolutely! This is what configs are for, simply make a config like say WorldEdit and then bind a key to $${config(worldedit)}$$ to switch to that config. You can either then choose to make the key global (in which case it will always switch to that config, or you could bind it to switch back to another config :smile.gif: Hope this is what you're looking for. As a side note, if you make a config using the server hostname as the config name then it will be automatically selected when you connect to the server.
Actually it is indeed completely possible. I'm struggling to balance keeping the GUI simple (so as to make this easy to use for everyone) and providing powerful features which make the mod handy for power users. To this end most of the involved stuff is achieved with the scripting capability. The main problem here is that I haven't had chance to update the documentation for 0.7 yet!!
The way this is achieved is with conditionals, which actually means you can use any key at all as a modifier, not just CTRL, ALT and SHIFT. The latter modifiers have associated global flags which you can use for brevity, alternatively you can reference any other key using its LWJGL key name, prefixed with "KEY_". I'll give an example:
This is a fairly complex example, but you should get the idea. This code can go in a file (which you can create in-game) which you can then bind to a key. Note that for simpler scripts which you just want to put directly in the macro, it's necessary to separate commands using pipe or semicolon:
I recommend using files though as they're easier to edit. To do this just begin binding the key, but before entering the bind click the "Edit File..." button, enter your script, then when you've finished, enter the following to bind the file to the key:
Then click Save. Notice that we include the script tags $${ and }$$ in the outer macro but you could of course include them in the file instead if you choose.
Hopefully this covers enough to get you started, I realise it probably seems a bit involved but it's a tradeoff to achieve the level of versatility that I'm aiming to provide. Also apologise if any of the code I mentioned doesn't work exactly right, I'm on a train and if I tried to run Minecraft on my laptop then it would catch fire.
I'm trying to bind a key to UP to delay typing /home but when I try to open the GUI nothing happens, i hold CTR but when i press APOSTROPHE the Green message saying "<Press a Macro to Execute>" disappears and goes back to the game.
Any help?
Thanks
This is what I was mentioning with configs, you could just set up 4 configs (we1, we2, we3, we4 for example) with different binds in each and a key to toggle between them. This remaps all keys which aren't defined as global in 1 single step. Use the LOG script action to just send messages to the chat log without sending them as chat commands.
You don't need multiple scripts per key if you make the script itself key-sensitive, you can also use conditionals to detect what key invoked the macro (sorry, again the documentation isn't finished yet) using KEYID and KEYNAME. You could use the following script to keep all your binds in one place:
You could either have different scripts in each config or use the CONFIG variable in a single script as well:
Yes this is do-able, I'm looking at overhauling the items list anyway as it could be a lot better, so I'll add this ability as well.
Yes this is also on the pending features list. I'm adding features to the script engine at a measured pace so that I can be sure it remains stable. Hence providing just the script functions at first, then adding loops, then conditionals and flags. Counters are the next stage.
To activate the GUI press <SNEAK>+<APOSTROPHE>, if that doesn't work then re-bind the key for macro activate to something else as some keyboards seem to map those keys differently. <CTRL> is used for the override function.
I'll hopefully have this done today, there's a couple of other small things to put in 0.7.2 as well but latest will be tomorrow.
I've uploaded version 0.7.2 which fixes this issue and also fixes an issue with conditional script operators being case-sensitive :smile.gif:
Yes, use the same codes as above but replace "attack" with "use".
Awesome, thank you!
I tried the mod you linked to and it works without issues, just install as normal and you're set.
I forgot to upload this the other day, here is the stand-alone version of the paginated "Controls" screen. Just place the .zip file in your "mods" directory:
Download link: mod_extendedcontrols_0.1_for_1.0.0.zip
Obviously if you're using mod_macros then you don't need this, but if you want the improved Controls screen alone then this is what you need.
The << and >> buttons part or the whole mod? The standalone buttons I actually did on friday but forgot to upload it! The macros mod I've been working on since June.
No problem, I was really hoping that 1.0 would provide a better Controls GUI which would make it redundant but oh well.
I'm a full-time software developer and versioning habits are hard to break; game mods are a little hard to conform to normal versioning though because they're almost always "work in progress". Game modding is a hobby for me and I don't plan to stop adding features until I genuinely run out of ideas - which won't be soon. The versioning I tend to adopt for mods is to start at 0.0 and work up, with the first released version being 0.1 and subsequent releases being 0.2, 0.3, etc.
If you look at the forum rules you'll see that the WIP section is basically for mods which are being developed, don't necessarily have a download, are looking for help or ideas etc. This forum is for released mods which are largely feature complete or at least stable, and have a download link, images, and all that jazz. So no, this is the correct section, the versioning numbers are largely irrelevant, just because it's < 1.0 doesn't mean it's not a release version, imagine that it says 7.0 if it makes you happier :smile.gif:
Sorry, I meant to add this to the OP and completely forgot. When you press the key combo (sneak + activate) to bind a key, press it again and you will get the settings screen and can then disable "simple gui" mode.