Log in

View Full Version : Keyclone - Characters not staying together?



Thallion
11-15-2007, 02:15 PM
Im using one computer with keyclone to run two accounts.

Its passing my movement keys fairly well.

I cannot seem to keep the characters together. When i start them in the same direction on at the same spot, they seem to wander off over 30 seconds or so.

Any suggestions?

The IT Monkey
11-15-2007, 02:17 PM
You are misunderstanding what keyclone does.

You need to put your followers (your non-main) on follow.

Keyclone doesn't move your characters as one.

Set up a do not pass list for whatever your movement keys are on your main.

Thallion
11-15-2007, 02:25 PM
Ahhh, was loving watching them move together.

I found when they follow, i have to wait for them to stop, before casting. Or they skip the first part of the castsequence because the follower is 'stopping' movement. Or hes slightly out of range.

Anything to help with this, or just make sure to give plenty of stop time and run closer to the mobs before attacking?

Passing the movement keys through keyclones is fantastic, except for those small variances in movement.

keyclone
11-15-2007, 02:27 PM
personally... i put numlock in my do-not-pass and use /follow for most of the travel. i drive with the left+right click and if i use numlock for the real long hauls, i steer with right click.

i do pass the arrow keys though.. since i may end up having to rotate and move in a fight. since its a small area, they shouldn't get too far out of whack, but you have to be very aware of it

kalih
11-15-2007, 03:40 PM
Ahhh, was loving watching them move together.

I found when they follow, i have to wait for them to stop, before casting. Or they skip the first part of the castsequence because the follower is 'stopping' movement. Or hes slightly out of range.

Anything to help with this, or just make sure to give plenty of stop time and run closer to the mobs before attacking?


I noticed the same thing at first, as well. You rapidly get used to it and stop noticing after awhile. You just have to wait that half second before you can cast.. and/or you have to hit a "stopfollow" or "spreadout" macro before casting.

I typically tap my 'spreadout' macro right before i start nuking. That way I can move my main around and not interrupt casting.



Passing the movement keys through keyclones is fantastic, except for those small variances in movement.

Yea, it'll never work because of lag and other issues. An open-loop control system like this is destined for failure.

Now, if you could close the control loop by providing error feedback, it would work. The problem is that becomes botting.