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Step Delays

Moderator: MiRai

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jdbhkf

Posts: 6

Joined: Mon Oct 15, 2012 10:06 am

Location: Atlanta, Georgia

Post Mon Oct 15, 2012 10:42 am

Step Delays

I would like to introduce delays to my steps so that keys are not skipped over if I hit the key too quickly. I think I have seen some reference to this action in the IRC channel but don't see much here or know how to do it in isboxer. So as an example in my lotro 6-man team I would like to introduce a delay between steps 3 and 4 of say 1.5 seconds to character 1 and a delay between steps 2 and 3 of 1 second to character 3-6. To this point all attempts have failed and in most cases just cause everything to cease working. How do people accomplish this effectively in isboxer?

Right now I have simple key maps that send C+1 - C+5 to all 6 characters which can become rather inefficient quickly, especially as I level and get better skills. I'm at work so can't post the exact maps but they go something like:

Step 1 = assist
Step 2 = C+1
Step 3 = C+2
Step 4 = C+3
Step 5 = C+4
Step 6 = C-5

I watch the actions in game and obviously due to the total lack of timing I end up with character 1 firing on the wrong keys or hitting nothing at all at times if the key it tries to execute is on a timer. The same goes for characters 3-6, they end up missing abilities that are active if I am hitting the number assigned to the key map too quickly.
H8red in IRC.
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Alge

User avatar

League of Extraordinary Multiboxers

Posts: 1223

Joined: Wed Jan 26, 2011 2:17 am

Location: Under the milky way tonight

Post Tue Oct 16, 2012 2:27 am

Re: Step Delays

First, ISBoxer cannot detect the game state as that would lead to automation. So the method I am about to describe won't deal with resists, misses, etc.

If you select a Step of a Mapped Key in the lower left pane of ISBoxer then above where the Actions in that Step appear you should see...

"(Check Box) Do not advance to the next step (check box) ... for at least [0.1] seconds (greyed out check box) and only trigger once"

It sounds like what you want is to check the first two checkboxes and set the time part to the same length of time as the global cooldown of your game. So it might end up reading "Do not advance to the next step for at least 1.5 seconds". Then if you are spamming that Mapped Key it will stay on that same step for 1.5 seconds and has a good chance to activate that ability in that time. Note that the Mapped Key will only advance to the next step if the Hotkey for that Mapped Key is pressed after the 1.5 second "delay" has occurred. Most people who make use of this feature spam their keys at a rate of maybe 2 to 3 presses per second.

If you want different character to do different rotations then you can give them all their own Mapped Key (probably without a Hotkey) with multiple steps and then call those Mapped Keys via Do Mapped Key Actions from a central Mapped Key with a Hotkey. For a more advanced method of doing this see HOWTO: Configure ISBoxer like a pro.
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Ualaa

Grandmaster Guidesmith

Posts: 714

Joined: Wed Nov 18, 2009 8:36 pm

Post Tue Oct 16, 2012 11:05 pm

Re: Step Delays

You have the option of "do not advance to the next step until" xx.x seconds have passed.
You also have the option to check, "and only execute each step once".

If you want to ensure something fires off, you could spam your ability and set it to not advance for a bit.
Naturally, tweaking the time of the do not advance.

I try to hit cap my characters, just so there is no miss chance for a castsequence.
But the hit cap for player targets is much easier to reach than the hit cap for NPC's especially those at +3 levels.



I've also used a technique to account for latency.

Quite a few mapped keys are:
- FTL Assist Me > Current Window
- Do something

And I've changed them to:
- Two Steps, execute a step on Press or Release
- Step 1: FTL Assist Me > Current Window
- Step 2: Whatever the other action is.

Then press the hot key, hold for half a second or so, and release.
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