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BF2 MACROS (SUMMARY) - post all working macros here please
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Arrrgh
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PostPosted: Thu Apr 17, 2008 11:19 am    Post subject: display frame rate when macro on Reply with quote

Guys ive searched a lot but cannot find out how to display fps when macro is on.

sound beeps are ok but i would prefer to have constant visual reminder when macros are running displaying the fps seems a simple way of doing this.
So all i need is when macros are active display fps in corner of screen, macros inactive no fps displayed.


help please.
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AZA



Joined: 10 Mar 2008
Posts: 140
Location: USA

PostPosted: Thu Apr 17, 2008 11:49 am    Post subject: Re: display frame rate when macro on Reply with quote

Arrrgh wrote:
Guys ive searched a lot but cannot find out how to display fps when macro is on.

sound beeps are ok but i would prefer to have constant visual reminder when macros are running displaying the fps seems a simple way of doing this.
So all i need is when macros are active display fps in corner of screen, macros inactive no fps displayed.


help please.


Hey this AZA again i was the guy who told you to use the FPS marker. This is what is use to display the FPS.

Code:
;#######################################################
SHOW_FPS_TOGGLE:
   SetKeyDelay 10, 20
   Send {~ down}
   Sleep 40
   Send {~ up}
   Sleep 100
   If v_FPSToggle = 1
      v_FPSToggle = 0
   Else
      v_FPSToggle = 1
   Send {BS}{BS}{BS} renderer.drawFps {Space} %v_FPSToggle% {Enter}
   Send {~ down}
   Sleep 40
   Send {~ up}
RETURN
;#######################################################


Hope that helps.
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arrrgh
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PostPosted: Thu Apr 17, 2008 12:15 pm    Post subject: Reply with quote

ok being a bit dumb here i can see line 10 you envoke the normal bf2 command "renderer.drawfps" could you explain the last part of that line


v_fpstoggle bit
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AZA



Joined: 10 Mar 2008
Posts: 140
Location: USA

PostPosted: Thu Apr 17, 2008 12:46 pm    Post subject: Reply with quote

arrrgh wrote:
ok being a bit dumb here i can see line 10 you envoke the normal bf2 command "renderer.drawfps" could you explain the last part of that line


v_fpstoggle bit


The last part is the variable i assigned a few lines above %v_FPSToggle% it holds the value of 1 or 0 which is passed in the command line. this will make it easer for you to understand.

Code:
;#######################################################
SHOW_FPS_TOGGLE:
   SetKeyDelay 10, 20
   Send {~ down}
   Sleep 40
   Send {~ up}
   Sleep 100
   Send {BS}{BS}{BS} renderer.drawFps {Space} 1 {Enter}
   Send {~ down}
   Sleep 40
   Send {~ up}
RETURN
;#######################################################


This will turn the counter on for you. To turn it off change the 1 to a 0. The other bits: {BS} sends backspace, i do it 3 times to make sure the line is clear, {Space} sends a space, {Enter} sends enter, the send ~ lines open and close the console.
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AZA



Joined: 10 Mar 2008
Posts: 140
Location: USA

PostPosted: Thu Apr 17, 2008 12:57 pm    Post subject: Reply with quote

Regnaw wrote:
Lanser!
The idea of using Speech Recognition to issue Cammo Rose commands is awesome. I seen it around page 2 and 3 but couldn't find out how you did it? I made it to page 30'something but my eyes started to bleed =)

I dont know if what I'm asking is related to this topic anymore because I think I remember you saying you tried to phase out AHK from it? If so maybe take it to PMs or start me a new thread regarding it.


Thanks!!

P.S. if Lanser isnt active anymore, maybe someone else can point me in the right direction?


Yep AZA's got your back on this one too. I kick ass!! Cool Anyway I'v got the voice recognition stuff worked out now, I had also looked at those post a few months back and had started to look into it but got side tracked with other stuff. That is until i saw your post so i thought id have another go at it and what do you know its easy. I plan on adding it into my macro program in the next release. You can find that here BTW : http://www.autohotkey.com/forum/viewtopic.php?t=29706 But ill be sure to post all the relevant information on how to do it tomorrow. (Its 5am now and i'm tired)
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Arrrgh
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PostPosted: Thu Apr 17, 2008 12:59 pm    Post subject: Reply with quote

ok m8 thanks a lot im sure i can do something with this
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ironz



Joined: 16 Dec 2007
Posts: 8

PostPosted: Fri Apr 18, 2008 7:20 am    Post subject: Reply with quote

hey yeah been wondering if its possible if you guys who are really good at making macros could make me a macro that does a really fast 180 degree spin for those infantry encounters whensomeone pops up behind you?

-iRonz
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AZA



Joined: 10 Mar 2008
Posts: 140
Location: USA

PostPosted: Fri Apr 18, 2008 7:35 am    Post subject: Reply with quote

ironz wrote:
hey yeah been wondering if its possible if you guys who are really good at making macros could make me a macro that does a really fast 180 degree spin for those infantry encounters whensomeone pops up behind you?

-iRonz


Easy stuff, just use
Code:
DllCall("mouse_event", uint, 1, int, 180, int, 0, uint, 0, int, 0)


Where 180 is the amount to move the mouse. use -180 to spin the other way. you will need to adjust the number to get a perfect 180 turn. i think this would be kinda lame to use in game unless it was part of a look behind you quickly then turn back to the front macro.
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Check out my BF2 macros here: http://www.autohotkey.com/forum/viewtopic.php?t=29706
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ironz



Joined: 16 Dec 2007
Posts: 8

PostPosted: Fri Apr 18, 2008 7:51 am    Post subject: Reply with quote

thanks for quick reply well thats pretty much what it would be used for besides if someone starts shooting you form behind gets tiny bit of bad reg bam hit macro and its pretty much who has better aim and reg then....makes it more even

And....

jsut put that in a notepad document and open with .ahK
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Alekoz



Joined: 17 Jun 2007
Posts: 155

PostPosted: Fri Apr 18, 2008 9:00 am    Post subject: Reply with quote

ironz wrote:
hey yeah been wondering if its possible if you guys who are really good at making macros could make me a macro that does a really fast 180 degree spin for those infantry encounters whensomeone pops up behind you?

-iRonz


you can do it much faster yourself
i think that would be a pretty stupid macro
it will take you more time pressing the button to do the turn...which wont be perfect everytime because the enemy will never always appear exactly behind you
you could just turn around yourself with the mouse exactly where the enemy is
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My BF2 Scripts
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ironz



Joined: 16 Dec 2007
Posts: 8

PostPosted: Fri Apr 18, 2008 9:34 am    Post subject: Reply with quote

no it wouldnt take actually much time at all re asign to mouse button 3 near my thumb, even when you turn around you still have to re-locate you crosshair to the enemy regaurdless

also would this work in CSS
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ironz



Joined: 16 Dec 2007
Posts: 8

PostPosted: Fri Apr 18, 2008 9:34 am    Post subject: Reply with quote

no it wouldnt take actually much time at all, just re asign to mouse button 3 near my thumb press and presto, even when you turn around you still have to re-locate you crosshair to the enemy regaurdless

also would this work in CSS

for those low sensitivity users who have not mastered jumping and turning this would be a great macro

sorry for double post

-iRonz
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AZA



Joined: 10 Mar 2008
Posts: 140
Location: USA

PostPosted: Fri Apr 18, 2008 9:37 am    Post subject: Reply with quote

ironz wrote:
no it wouldnt take actually much time at all re asign to mouse button 3 near my thumb, even when you turn around you still have to re-locate you crosshair to the enemy regaurdless

also would this work in CSS

for those low sensitivity users who have not mastered jumping and turning this would be a great macro


Yes is would work in CSS. also you know theres a edit button in the top right corner of your posts? Saves on the double posts.

Oh and the buttons by your thumb are buttons 4 & 5 AKA XButton1 & 2
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ironz



Joined: 16 Dec 2007
Posts: 8

PostPosted: Fri Apr 18, 2008 9:42 am    Post subject: Reply with quote

ok yeah button 3 was an example of re assinging

oh well it goes to my post count Very Happy
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Arrrgh
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PostPosted: Fri Apr 18, 2008 10:27 am    Post subject: Re: display frame rate when macro on Reply with quote

AZA wrote:
Arrrgh wrote:
Guys ive searched a lot but cannot find out how to display fps when macro is on.

sound beeps are ok but i would prefer to have constant visual reminder when macros are running displaying the fps seems a simple way of doing this.
So all i need is when macros are active display fps in corner of screen, macros inactive no fps displayed.


help please.


Hey this AZA again i was the guy who told you to use the FPS marker. This is what is use to display the FPS.

Code:
;#######################################################
SHOW_FPS_TOGGLE:
   SetKeyDelay 10, 20
   Send {~ down}
   Sleep 40
   Send {~ up}
   Sleep 100
   If v_FPSToggle = 1
      v_FPSToggle = 0
   Else
      v_FPSToggle = 1
   Send {BS}{BS}{BS} renderer.drawFps {Space} %v_FPSToggle% {Enter}
   Send {~ down}
   Sleep 40
   Send {~ up}
RETURN
;#######################################################


Hope that helps.


So let me get this straight your variable looks at the value fpstoggle and sees for example a 0 and replces it with a 1 then next time it runs it replaces 1 with 0

btw i tried your code it didnt work, for me the console key for me is `

excuse me for being a bit thick but i am an old git and i need to understand stuff b4 messing with it
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