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07/23/09, 11:49 AM
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#576
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Piston Honda
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I'm afraid that the most elegant solution to this is not very elegant at all. Basically, you have to create a macro that will /target your viper target, fire viper sting, and then /targetlasttarget. You could put that all under conditionals so holding shift or something would just fire it at your current target.
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07/23/09, 9:14 PM
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#577
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Don Flamenco
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I believe you're only option is to use [target=mouseover] in your macro. Explicit targeting - [target=name] - only work with players.
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07/24/09, 11:53 AM
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#578
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Glass Joe
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A tip for MM hunters. Make a macro for each of your shots, make sure it includes silencing, because if you only include it on one, you'll lose 1-3 seconds of damage which is around 1 global cooldown which you could've used for a higher DPS Shot
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07/25/09, 7:12 PM
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#579
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Piston Honda
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I have a couple of questions regarding some of the macros listed here :
- With "aura" type skills (that can be canceled with /cancelaura), is it possible to make a toggling macro? I don't think strings like :
/cast Aspect of the Pack
/cancelaura Aspect of the Pack
will work, won't it? Also, I'll be using this toggling macro for Deterrence.
- With the Misdirection macro mentioned on the first page of the thread :
#showtooltip
/cast [target=focus, help] Misdirection
/cast [target=focustarget, help] Misdirection
/cast [target=target, help] Misdirection
/cast [target=targettarget, help] Misdirection
/cast [target=pet, nodead, exists] Misdirection
What should happen under the scenario that another hunter already MD'd to the MT? Normally (without macro) the MD will fail, showing an error message. In case with the macro, will it fail to execute (and there fore nothing will happen), or it will run through all the conditions and finally misdirected to the next "true" argument (line 4->hostile's target, for example)?
- With the melee macro also posted over there, I noticed that sometimes, when the Raptor Strike is still being queued to be executed due to swing timer of my melee weapon, the macro will cast Disengage immediately. Is it possible to make a macro that will delay Disengage until Raptor Strike is properly executed beforehand?
- I'm aware that in a macro, there can be any number of non-GCD triggering skills and "next strike" skills, but only one GCD-inducing skill. Is there any certain sequence that has to be followed for those skills for the macro to work? What I'm wondering is whether it is possible to make a macro such as :
#showtooltip
{/cast whatever Cooldowns you want}
/cast Chimera Shot
/cast Readiness
My intention is to fit one high-damage shot before refreshing the Readiness, while ensuring that Readiness is refreshed as fast as possible.
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07/26/09, 4:17 AM
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#580
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Don Flamenco
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Answering your first question: The targeting logic is resolved ahead of the actual cast so you will attempt to cast it on the tank & have it fail.
For your second question, the GCD requiring spell has to be last, so no, you can't put Readiness after CS in a macro.
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07/26/09, 4:22 AM
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#581
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Von Kaiser
Blood Elf Hunter
Moonglade (EU)
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MizarAlcor:
With aspects, "/cast aspect /cancelaura aspect" -macros do work, however I do not see those being overly useful. You never want to be without an aspect, so I would think it better to use a castsequence for switching between the aspects.
Iru already answered two of the others, though I would like to add a bit to his answer: even if an ability does not trigger a GCD, it cannot be cast while a GCD is not finished. This is why the ability with GCD has to be the last. Exceptions to this are pet abilities such as Kill Command and Call of the Wild.
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07/27/09, 10:50 AM
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#582
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Piston Honda
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Thanks for the replies.
One more question : with the melee macro posted on the first page
#showtooltip Disengage
/stopcasting
/script UIErrorsFrame:UnregisterEvent("UI_ERROR_MESSAGE");
/cast Wing Clip
/cast Raptor Strike
/cast Disengage
/script UIErrorsFrame:RegisterEvent("UI_ERROR_MESSAGE");
I noticed that sometimes, when the Raptor Strike is still being queued to be executed due to swing timer of my melee weapon, the macro will cast Disengage immediately. Even if Raptor is not on CD, it will sometimes fail to be applied especially when using slower 2-handed weapon. Is it possible to make a macro that will delay Disengage until Raptor Strike is properly executed beforehand? Or better, force Raptor Strike to be executed before Disengage?
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08/01/09, 8:15 PM
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#583
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Glass Joe
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Misdirect
#showtooltip
/cast [target=focus, help] Misdirection
/cast [target=focustarget, help] Misdirection
/cast [target=target, help] Misdirection
/cast [target=targettarget, help] Misdirection
/cast [target=pet, nodead, exists] Misdirection
This should MD to your focus, your focus's target if it's hostile, your target if you don't have a focus, your target's target if you have a hostile targeted, or your pet if you don't have a target.
My question is when I use this it said it as a raid warning, party and something else but can't remember. How do I stop it from doing that or am I doing something wrong.
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08/01/09, 8:57 PM
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#584
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Don Flamenco
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The macro itself won't announce anything anywhere. You must have an addon doing that.
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08/01/09, 9:30 PM
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#585
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Glass Joe
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Originally Posted by Iru
The macro itself won't announce anything anywhere. You must have an addon doing that.
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Do you know which one it would be the only one I can think of would be DBM. If so do you know of a way to turn that part off.
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08/02/09, 2:38 AM
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#586
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Piston Honda
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Originally Posted by Gino85
Do you know which one it would be...
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Perhaps a list of the addons you're using will help us.
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08/02/09, 4:50 AM
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#587
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Glass Joe
Night Elf Hunter
Karazhan (EU)
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Originally Posted by Gino85
Do you know which one it would be the only one I can think of would be DBM. If so do you know of a way to turn that part off.
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DBM won't announce misdirect, I have an add on called misdirection announce, but there are many, so as Arlen said, a list of adds would be useful.
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08/02/09, 8:05 AM
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#588
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Glass Joe
Tauren Druid
Darksorrow (EU)
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Originally Posted by Gino85
My question is when I use this it said it as a raid warning, party and something else but can't remember. How do I stop it from doing that or am I doing something wrong.
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It could be BigBrother and this addon doesnt necessarily needs to be installed on your computer to see it announcing. Everyone in raid can have it installed, so ask around.
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08/02/09, 8:30 AM
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#589
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Glass Joe
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Originally Posted by arlen
Perhaps a list of the addons you're using will help us.
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Here is the list of my add ons
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08/02/09, 9:49 AM
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#590
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Glass Joe
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Originally Posted by mascheko
It could be BigBrother and this addon doesnt necessarily needs to be installed on your computer to see it announcing. Everyone in raid can have it installed, so ask around.
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Thank you everyone I found which one it was it was Zhunter I turned that part off and now it works fine
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08/05/09, 4:18 PM
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#591
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Glass Joe
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Aimed/Multi Macro?
I often try to put multiple shots into one macro based on priority to minimize the buttons I have to press. However, is there a way to put a condition infront of the aimed shot, so if I shoot a Multi-shot, it will skip onto a steady shot?
console Sound_EnableSFX 0
script UIErrorsFrame:Hide()
cast [modifier:shift] serpent sting
castsequence reset=10 Aimed Shot, Steady Shot, Steady Shot, Steady Shot, Steady Shot, Steady Shot
console Sound_EnableSFX 1
Worst case I could probably just put another modifier like CTRL that will just shoot steady shot for those instances when I do use multi-shot instead of aimed. As long as I'm asking, can you use a modifier for castsequences? I'll be testing shortly either way.
Thanks in advance for any insight or if there is a better way to go about this.
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08/05/09, 6:15 PM
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#592
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Don Flamenco
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Originally Posted by xmind
I often try to put multiple shots into one macro based on priority to minimize the buttons I have to press. However, is there a way to put a condition infront of the aimed shot, so if I shoot a Multi-shot, it will skip onto a steady shot?
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Nope.
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08/06/09, 12:01 PM
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#593
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Von Kaiser
Troll Hunter
Vek'nilash (EU)
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Has anyone else been having trouble with standard chimera etc. macros that include
Silencing Shot and/or Kill Command?
After the patch it seems like all my shots that have Silencing Shot / Kill Command macroed in them
have this little "lag" and give me "spell is not ready yet" alerts..
I have them like this:
#showtooltip chimera shot
#show chimera shot
/cast [target=pettarget,exists] kill command
/cast chimera shot
/cast silencing shot
#showtooltip aimed shot
#show aimed shot
/cast [target=pettarget,exists] kill command
/cast aimed shot
/cast silencing shot
#showtooltip Serpent Sting
/cast Serpent Sting
/cast silencing shot
#showtooltip Steady Shot
/script UIErrorsFrame:UnregisterEvent("UI_ERROR_MESSAGE");
/cast Kill Command
/cast Steady Shot
my latency is about 180mms so that shouldn't be the problem.
Edit: adjusting my macros as suggested 2 threads below didn't help. I suppose it's addon issue then.
Edit2: not addon issue either
Last edited by Zeel : 08/06/09 at 1:44 PM.
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08/06/09, 12:17 PM
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#594
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Great Tiger
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Originally Posted by Zeel
Has anyone else been having trouble with standard chimera etc. macros that include
Silencing Shot and/or Kill Command?
After the patch it seems like all my shots that have Silencing Shot / Kill Command macroed in them
have this little "lag" and give me "spell is not ready yet" alerts..
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If I remember correctly, the spell using a GCD needs to be the last thing in a macro, so you need to move Silencing Shot above the GCD-consuming shot. (This is how mine are setup, and I do not notice this problem.)
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Originally Posted by Seonid
One of the advantages of not being a developer is that I have no knowledge of any "proper" way to do anything. That and C is liking coding in an illustrated version of assembler.
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Pri DK Shm Pal
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08/06/09, 1:19 PM
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#595
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Motherfrakkin' Tigh
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Originally Posted by VRoscioli
If I remember correctly, the spell using a GCD needs to be the last thing in a macro, so you need to move Silencing Shot above the GCD-consuming shot. (This is how mine are setup, and I do not notice this problem.)
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Just confirming that Silencing will indeed require to list cast before any other GCD consuming ability.
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i warned you about toasters bro
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08/10/09, 2:19 PM
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#596
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Von Kaiser
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Castrandom changed
It seems with 3.2 Blizzard made a fairly large change in how /castrandom works. It's been changed to be "sticky" so that once invoked it will randomly pick a spell to cast. That's as you would expect. The newly added behavior is that any subsequent call will yield the same result until the previously selected spell is successfully called and completed.
There was a fair amount of code added to the client on this, so it is clearly intended. This change still allows you to, say, invoke a random mount. Each time you invoke the mount the spell has succeeded, and on the next cast the random clause is hit again - to get a potentially different result. If, however you see on your cast bar that an undesired mount is being invoked and jump out of that cast, the next call to your random mount macro will yield the very same result.
So, we know that none of you are using /castrandom to consolidate multiple hunter shots into a single button, that you map to something like, say, the scroll wheel that you then spam thousands of times to activate shots as they become available. But if you were doing this then I suspect you are starting to notice that it might not be working so well these days.
Here's an example, that a non-elitist jerk might have used to apply kill shot without mapping it to a key, by loading it onto an already heavily used button.
/castrandom Steady Shot, Kill Shot
Old behavior:
first call - selects (randomly) steady shot, which is (work with me here) on a supposed CD that it doesn't acutally have, so nothing happens
second call - selects (randomly) steady shot, fresh off the exemplar CD, and fires Steady
third call - selects (randomly) kill shot, but the target is at 87% so nothing happens
fourth call - selects (randomly) steady shot, which is back on CD, nothing happens
etc.etc. - more or less effectively applying the two shots, depending on how fast that mouse wheel is spinnning
New behavior:
first call - selects (randomly) steady shot, which is on that silly CD, so nothing happens
second call - selects (not at all randomly) steady, because it never finished. It's off CD and fires
third call - selects (randomly again, because the last spell finished) Kill shot, but the boss is at 87% so it doesn't fire
forth call - selects kill shot again, because it never fired, boss is at 86%
fifth call - selects kill shot again, ....
etc. etc. - the macro is "broken" in that it will get stuck on either Kill shot or Steady shot, and not ever select the other until the first actually fires and is complete.
Last edited by Difool : 08/11/09 at 3:33 PM.
Reason: edited wording for clarity, and acknoledgement of a really bad example (Steady deosn't have a CD *falcepalm*)
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08/10/09, 2:35 PM
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#597
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Piston Honda
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Good. No macro can (or should be able to) play a hunter for anyone.
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08/11/09, 2:58 PM
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#598
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Von Kaiser
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Originally Posted by xmind
I often try to put multiple shots into one macro based on priority to minimize the buttons I have to press. However, is there a way to put a condition infront of the aimed shot, so if I shoot a Multi-shot, it will skip onto a steady shot?
console Sound_EnableSFX 0
script UIErrorsFrame:Hide()
cast [modifier:shift] serpent sting
castsequence reset=10 Aimed Shot, Steady Shot, Steady Shot, Steady Shot, Steady Shot, Steady Shot
console Sound_EnableSFX 1
Worst case I could probably just put another modifier like CTRL that will just shoot steady shot for those instances when I do use multi-shot instead of aimed. As long as I'm asking, can you use a modifier for castsequences? I'll be testing shortly either way.
Thanks in advance for any insight or if there is a better way to go about this.
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This is not possible and I would not recommend the macro you are trying to use. Hunter dps is complex and reactive enough that a castsequence macro isn't going to yield anything more than frustration and lower dps.
@Difool - Steady Shot has no cooldown (unless you are considering the GCD from another ability, in which case your condition applies perfectly) but the information you have shared seems good otherwise and I am glad to hear that hunter dps can't be reduced to a macro spam fest.
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08/14/09, 3:47 PM
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#599
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Glass Joe
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Aspect change notification
Hello i know there have been several posts on quick change of aspects in the pasts posts however i am unable to find one that does what I would like to do... Basically
-on 1st press-
1. Switch to Aspect of the Dragonhawk
2. Notifiy via MikSBT.DisplayMessage("Aspect of the Dragonhawk")
-on 2nd press -
3. Switch to Aspect of the Viper
4. Notifiy via MikSBT.DisplayMessage("Aspect of the Viper")
then rinse repeat..
currently i use
#Showtooltip
/cast Aspect of the Dragonhawk
/cast Aspect of the Viper
/run MikSBT.DisplayMessage("Aspect Changed")
However, this can get confusing... always wondering which aspect is up
Im thinking something like
/script if Aspect of the Viper is active then MikSBT.DisplayMessage("Aspect of the Viper") elseif Aspect of the Dragonhawk is active then MikSBT.DisplayMessage("Aspect of the Dragonhawk")
Im not to worried about the MikSBT.DisplayMessage thing i know how that works, however is someone could help me with the if statment that would be great
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08/14/09, 3:50 PM
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#600
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Great Tiger
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Originally Posted by gswindle
Hello i know there have been several posts on quick change of aspects in the pasts posts however i am unable to find one that does what I would like to do...
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Doesn't MSBT allow you to pipe certain buff gains/losses to a designated location? Just set up the gaining Aspects buffs to display in your notification window. Then you can just use the macro to change aspects and not worry about notifying MSBT.
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Originally Posted by Seonid
One of the advantages of not being a developer is that I have no knowledge of any "proper" way to do anything. That and C is liking coding in an illustrated version of assembler.
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Pri DK Shm Pal
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