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Stopping round-robin from starting over for x seconds?

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Shadowandlight

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Post Thu Dec 04, 2014 4:05 pm

Stopping round-robin from starting over for x seconds?

if i spam the round-robin keymap, on 10 clients, if i press the key 11 times, it starts over (obviously).

outside of creating individual steps for each client, is there another method to stop the round-robin based on the number of clients in the ATG?

Mirai suggested 1 step per client, but that is pretty extensive to setup.
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bob

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Post Thu Dec 04, 2014 11:04 pm

Re: Stopping round-robin from starting over for x seconds?

You can make a 2 step mapped key.
The first step has Do not advance set on it, for however long it takes you to spam the key, plus a little extra.
The second step does nothing (I have a popup on mine), and set the Do not advance to the next step for a small period of time (I use 2 seconds myself).
In the Advanced node of the mapped key set the Reset back to the first step within a small period of time, from the Last Hotkey press. I tend to use 1sec for this.

edit: DURRRR -- The above doesn't work... sometimes I'm such a gorm.



It's a bit hacky as it is, so for the important ones, I have a step for each client too as MiRai suggested. I just copy/paste the steps and update the target for these, and then add in a last step with a popup and a do not advance to next step, along with the reset after Last Hotkey press. It doesn't take that much longer to set this up than the round robin method. I set these up for the character set size, and then use the non rolling target modifier #, so when it gets to the end of the ATG it stops.
Last edited by bob on Thu Dec 04, 2014 11:34 pm, edited 1 time in total.
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bob

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Post Thu Dec 04, 2014 11:25 pm

Re: Stopping round-robin from starting over for x seconds?

Thinking about it, you could be really smart and setup the multi step targeting and just for that ATG and then use the Variable Keystrokes to change it up, so you only have to have some generic "Perform Action ATG" for each ATG.

You create a variable keystroke called "Generic Variable Keystroke"
Also create another ATG called ATGActionExecuted

You end up with some mapped keys like

Launch Attack (Hotkey: F1)
+ Advanced settings - reset to Step 1 x.x seconds after last Hotkey press
Step 1
+-- Leave ATGActionExecuted, all
+-- Set Variable Keystroke Action, "Generic Variable Keystroke" is now F1, target ATG
Step 2
+ Do not advance to next step for x.x seconds
+-- Do Mapped Key, "Perform Generic Action", target (ATG&~ATGActionExecuted)#1, round robin <-- no round robin.
Step 3
+ Do not advance to next step for x.x seconds
+-- Popup "Finished", self


Perform Generic Action
Step 1
+-- Join ATGActionExecuted, self
+-- Variable Keystroke Action, "Generic Variable Keystroke", self



edit2: mmm, this may not work as step 2 will not stop. Kind of need a do not advance to next step until round robin has finished processing.
edit3: ok stupid idea added above that might actually work
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firescue17

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Post Fri Dec 05, 2014 12:00 am

Re: Stopping round-robin from starting over for x seconds?

The only way I can see this working is with an explicit 10 step Mapped Key with a "Disable Combat" switch on the 10th step similar to the one described here.

FWIW, issues with Do Not Advance not working between Mapped Keys is why I transitioned to the "switch" method across the board.

Code:
DPS Hotkey:  Do DPS Trigger -> Self
DPS Trigger: Do DPS Action -> Self (this doesn't do anything but pass through)     <-----|
DPS Action:     Step 01: Do Action -> Target 01                                          |
                Step 02: Do Action -> Target 02                                          |
                .....                                                                    |
                Step 08: Do Action -> Target 08                                          |
                Step 09: Do Action -> Target 09                                          |
                                                                                         |
                Step 10:     Action 01: Do Action -> Target 10                           |
                             Action 02: DPS Trigger Mapped Key Off -> All                |
                             Action 03: DPS Trigger Mapped Key On - All in X.X seconds --|


Apologies for the ghetto flow chart.
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Shadowandlight

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Post Sun Jan 25, 2015 1:00 pm

Re: Stopping round-robin from starting over for x seconds?

so i've been trying to wrap my head around this and failing

can someone create an example of a round-robin keymap that has this solution in it?
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lax

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Post Sun Jan 25, 2015 2:52 pm

Re: Stopping round-robin from starting over for x seconds?

Using the round-robin check box there is no simple way to say "stop after 10 iterations".

I would suggest basically what firescue17 is suggesting, but in this case I don't think there's much difference between using Action Timers and using the built-in Reset conditions with an additional Step that does nothing. firescue17 chose that method because he's used to firing things off (notably DPS Rotations) with Do Mapped Key Actions and having to disable and re-enable the caller (the mapped key that has the Do Mapped Key Action) instead of shut off the Mapped Key in question, which is what he was saying about "not working between Mapped Keys". The "issue" is simply that "Do not advance" is for a specific Mapped Key Step and cannot affect any other Mapped Key (or Steps).

So anyway, with that out of the way, here is the mildly simpler version. Steps 1 through 10 send to windows 1 through 10, and then an additional empty Step 11 is set to "Do not advance" and uses a Reset option in the Advanced settings for the Mapped Key to automatically reset it after X amount of time.

Either method is fine and should work identically in this scenario; the Action Timers just add some complexity so if it confuses you, then no need for that.

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