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  1. #91

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    Good. Okay, next step, can you take out the line that sends enter, and substitute a new line that sends {enter} using the SendPlay method? I don't know the exact syntax. This new version might work in the background.
    �Author of HotkeyNet and Mojo

  2. #92

    Default

    I've tried the following with and without SetKeyDelay. It did not send the {enter}.

    PHP Code:
    WinGetpolid1IDZuvio

    #IfWinActive, Zuvio

    F1::
    ControlSend,,/p hiahk_id %polid1%
    SetKeyDelay1010Play
    SendPlay 
    {enter}
    return 

    I tried the following code to see if SendPlay send anything at all. With the SetKeyDelay I neatly saw '/p hi' get typed into the chat input bar, but the {enter} was not received.

    PHP Code:
    WinGetpolid1IDZuvio

    #IfWinActive, Zuvio

    F1::
    SetKeyDelay1010Play
    SendPlay 
    /p hi{enter}
    return 
    For what it's worth: SendInput {enter} and SendEvent {enter}did send the enter press to ffxi, with or without setkeydelay.

  3. #93

    Default

    Could you try increasing the delay to 200, 200 just for testing purposes?
    �Author of HotkeyNet and Mojo

  4. #94

    Default

    I tried a SetKeyDelay of 0, 1, 20 ,200 and 2000 ms, but it wont send the {enter} to FFXI

  5. #95

    Default

    Okay, in that case, I think the next step would be to try sending {enter} directly to child windows and controls inside the game window. AutoHotkey has a built-in utility called Window Spy that helps you identify the appropriate control. You can also use a freeware program called Winspector that will show you which controls inside the game window receive keystroke messages when they are typed normally. Once you've got an idea which control should receive the keystroke, you can try sending with commands like ControlSend, ControlSetFocus, etc.

    This is a lot more complicated than what you've done so far. I don't know if you want to get this involved but I can't think of anything else to try.
    �Author of HotkeyNet and Mojo

  6. #96

    Default

    I will try and see if I can write the appropiate code. It never hurts to try. Your program already enables me to play FFXI 6 times on 2 PC's using the <sendwin> method with time delays. It works solid so far and the <wait> commands actually do not have the impact on gameplay you expect them to have. FFXi is not a 'fast' game with many commands, so when a command send to a clone to cast a black mage spell takes place 1 or 2 seconds later than expected, it really has little impact in overall gameplay. I am now succesfully running 6 accounts of FFXi, two on my main PC with one window completely pimped out graphics-wise and a small window and my second PC runs 4 tiled accounts with mediocre graphics and it all works very nicely and solid! So getting direct input to work would just be a bonus, since I'm already more than content with your program as it is now.

  7. #97

    Default

    Freddie,

    First, thanks for the great utility. Technically, it does what I need it to do in order to 5 Box WoW effectively. I'm just getting into that, by the way. I am still in the process of making sure I can do what I want before I buy the other machines.

    Second, I have a couple of feature requests / suggestions. The first, and probably the easier to implement, is to allow for an "includes" file in addition to the hotkey files. Something like <include nameoffilehere> in the hotkey file you load so that you could sub in and out smaller sets of definitions at will. The second, and I believe you said it's in the works, is to allow HotKeyNet to communicate to the window in question that the user is holding a key down as opposed to the keydown, keyup messages sent now.

    Third, more thanks. You deserve it.
    Basilikos
    Icecrown US Alliance

    Mixed Group of Unholy DeathKnight, Holy Priest, Elemental/Restoration Shaman, Arcane Mage, Balance/Restoration Druid
    Second Mixed group of Protection Paladin, Discipline Priest, Fire Mage, Affliction Warlock, Affliction Warlock

    5 Balance Druids - Shelved at 65
    Holy Priest and 4 Warlocks - Shelved at 71
    Protection Paladin and 4 Shadow Priests - Shelved at 60
    5 Elemental Shaman - Shelved at 60

  8. #98

    Default

    Quote Originally Posted by 'Basilikos',index.php?page=Thread&postID=39177#pos t39177
    First, thanks for the great utility. Technically, it does what I need it to do in order to 5 Box WoW effectively. I'm just getting into that, by the way. I am still in the process of making sure I can do what I want before I buy the other machines.
    Thanks for the thanks. It's comments like this that keep me going. Good luck with the quintet.

    Second, I have a couple of feature requests / suggestions. The first, and probably the easier to implement, is to allow for an "includes" file in addition to the hotkey files. Something like <include nameoffilehere> in the hotkey file you load so that you could sub in and out smaller sets of definitions at will.
    That sounds like a good idea but my priority is to add features that enable people to do things that they cannot currently do with the program. Right now, for example, it's impossible to use the program for movement keys in most games. I think I should add features for things like that before I work on things that add convenience but no new abilities. Include files would be a convenience but people can accomplish the same thing now (more awkwardly) by making multiple full copies of a file and changing each one. It probably seems like this feature would take only a few minutes to add (and indeed, if HKN was a quick-and-dirty program for my own use it would probably take about 5 minutes to add this) but since HKN is a published program this new feature would need error messages, it would need documentation, it would need to do something graceful when the include doesn't exist, etc... it woudl probably take hours to do it right.

    However pretty soon I need to rewrite the file-loading stuff completely so HKN will check the syntax of the file and give the user helpful advice if something is wrong. Right now the program does no error-checking at all, and in fact you can feed any file whatsoever into HKN and it will try to execute it ... this is not good. When I rewrite that stuff I'll keep this idea in mind and try to build it in.. maybe i can add it pretty much "for free" by making the file-reading stuff recursive.

    The second, and I believe you said it's in the works, is to allow HotKeyNet to communicate to the window in question that the user is holding a key down as opposed to the keydown, keyup messages sent now.
    Yep. The first step in this direction will be the option to define different actions when you press a hotkey and when you release the same hotkey. This will allow people to send a "keydown" when they press a key and a "keyup" when they release it. This will enable movement in many games. After I see people's reactions to that, maybe I'll add more stuff along these lines. Maybe I'll have to add a true "send repeated keystrokes" capability, I don't know. I had hoped to put the press/release stuff in the next build but there may not be time since the current build is about to expire and I'll have to post a new build within the next few days. But it's coming soon.

    Third, more thanks. You deserve it.
    You're very welcome.
    �Author of HotkeyNet and Mojo

  9. #99

    Default

    Build 59 can now be downloaded from the website. It contains more changes than any previous build. New things include:

    — All hotkey functions have been rewritten. The new code has a lot of advantages over the old code, but because it's new it probably contains some bugs and will need to be fine-tuned.

    — The program now gives you feedback about your hotkey actions, making it easier to write hotkey files.

    — The appearance of the main panel changed.

    — Four new low-level commands have been added for sending to background windows and child windows including controls:

    . . . . . . TargetWindow
    . . . . . . TargetChild
    . . . . . . SetSendMode
    . . . . . . SetFocus

    — Names of some commands changed.

    — The name of the loaded hotkey file is now displayed.

    — Many other changes.
    �Author of HotkeyNet and Mojo

  10. #100

    Default

    Build 60 is up. Like the previous build, this is a big one with significant new features and changes.

    One downside: the syntax for hotkey files changed. You'll have to rewrite your definitions slightly. Sorry about that. When you load your old hotkey files, the program will tell you what needs to be changed.

    http://www.hotkeynet.com/p/download.html
    �Author of HotkeyNet and Mojo

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