I was thinking about this some more last night. Perhaps change it so that instead of shutting down the keyboard hook, but validates the hotkey against an active/inactive list before firing off the macro. As for incorporating that into the script, there could be a couple of ways.Originally Posted by 'Freddie',index.php?page=Thread&postID=29802#post2 9802
<Hotkey X Switchkey> could define a single toggled hotkey, while
<Hotkeygroup Name SwitchKey> ... </Name> could encompass a group of keys with a common toggle.
To toggle on/off actual windows or instances, the Switchkey could be set in the <rename> or <rename_from_path> commands.
Finally, would there be much demand for <HOTKEYDOWN>and <HOTKEYUP>definitions? My reason is that while WoW's /follow command is cancelled fairly easily, it isn't the case in EQ2 where you can still use left & right movement to circle around your /follow target. Having to repeatedly press an arrow key to have the scout inch around doesn't feel or look very cool![]()
Call it a wishlist![]()
And for the record, I've been testing this with 2 EQ2 instances on 1 box. The <sendwin> command will work ok, but only with a sufficient <wait> (as you mentioned above with the WoW console). Natively, the <sendwinM> does not work with EQ2 but does under Innerspace (I know, I caved ;( ) That being said, I've seen some very funky key translations happening. For example, a <numpad_minus> key that injects an <equals> to both instances comes though as a <0> on the background instance. Really not sure what is happening there ?(
Cheers![]()
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