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Fire Control - "proper" Chain Fire For Mwo / Tag Toggle / Jump Jet Spam [Fc 3.0.7 - 30Th Jan 2017]


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#261 evilC

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Posted 11 December 2014 - 06:41 AM

View PostLi Song, on 11 December 2014 - 04:57 AM, said:

Attempting to bind "shift+spacebar" to "fire" command will crash one of the threads in the application making it unresponsive. (3.0.6 (adhd 321))

This is an issue with older versions of ADHD.
I have a newer version, but have not made a release yet for various reasons.
Either download the latest copy of adhdlib.ahk from the github repo, or you can use this exe for now:
http://evilc.com/fil...wo/firectrl/firectrl.exe

Edited by evilC, 11 December 2014 - 06:42 AM.


#262 Lumicko

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Posted 23 December 2014 - 12:04 AM

Hi I have problem....
I have 4x Pulse lasers... I want them to chain fire... And so I can see the laser nonstop
Added 500+- ms Fire Rate.

Made them into 2x GROUPS 6 and 5 to alternate beetwen.
Just found out that I need to press BACKSTAPE in the line of 5 and 6... Now it chain fires.. but still I see a slight delay... With this chain fire The pulse laser should be nonstop seen firing but i can see a lot of holes where it just stops for like 1sec firing... Just want to achieve nonstop firing of the pulse laser I saw it on one vid I know its possible

Edited by Lumicko, 23 December 2014 - 12:59 AM.


#263 evilC

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Posted 23 December 2014 - 04:14 AM

Where to begin on this one?
First off some warnings:
Lasers firing continually like that are pointless, and counter-productive.
1) It encourages bad aim.
2) It will quite possibly trip ghost heat, whereas firing in alpha would not.
3) It will reduce your damage capability (if you want to shoot him with 2 lasers, you have to wait for the 1st one to finish to hit him with the 2nd).
4) It requires you to "Stare down" your opponent, making your CT an easy target.

Anyway, without knowing what kind of pulse you want an endless stream of, or how many of them you have, I cannot really answer the question.

But here is the maths for IS medium pulse.

Cooldown: 3000ms
Duration: 600ms

So the 3000ms of one laser's recharge needs to be filled with 600ms duration beams.

3000 / 600 = 5

You need 5 med pulse to get a constant stream (without quirks etc).

So for an unquirked mech, you need 5 med pulse in one group (in chain mode) firing at a rate of 600ms.
Due to the way MWO works, you may need 2 groups, and alternate between.

#264 Lumicko

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Posted 23 December 2014 - 08:52 AM

Yeah im sorry.. I forgot to mention... Large Pulse Lasers.. 4x
But I also forgot to add YT vid I have it from... I guess it will explain everything...

U can see the chain fire especially from 0:51.
( Firing 2 lasers at once is fine... 2 and more will cause additional heat )
Thx!

Edited by Lumicko, 23 December 2014 - 08:53 AM.


#265 Tom Sawyer

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Posted 07 January 2015 - 05:42 AM

EvilC first thanks for creating Fire Control. I am NOT a scripting guru but do enjoy having fun with silly builds that are not meta. Having said that I have been playing around with king crab 000 and enjoy the 4 AC5 2 LPL 360 XL build.

Then I got thinking about my old daka Jager and began to ponder UAC5's. However much as fun as these are the jam rate drives me batty hence my AC5 build. I was poking around on mechspecs and found the Machine Gun thread with this little snippet:

My weapon groups are ;
1 2 3 4 5 6
1 2 3 4 5 6
1 2 3 4 5 6
1 2 3 4 5 6
And the macro is (currently its not been adapted for the last 5% increase in fire speed)
>pres key2
>delay 64ms
>relase key2
>delay 104ms
>pres key3
>delay 64ms
>relese key3
>delay 104ms
>pres key4
>delay 64ms
>relese key4
>delay 104ms
>pres key5
>delay 64ms
>relese key5
>delay 104ms
>loop 70 times

I believe this is a script aimed at a particular mouse (I use a razer naga 2013) so it has no bearing on Fire Control. I made sure to have all relevant programs (ADHD, Fire Control) installed but I am still unclear as to how to load a script. Or is one even necessary if I just want to create a UAC5 quad crab that will fire without jamming up?

Thanks again in advance :)

#266 evilC

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Posted 08 January 2015 - 04:20 AM

OK, first off the macro as listed above is pretty complex in terms of timing, and can be greatly simplified.

>pres key2
>delay 64ms
>relase key2
>delay 104ms
>pres key3
>delay 64ms
>relese key3
>delay 104ms
>pres key4
>delay 64ms
>relese key4
>delay 104ms
>pres key5
>delay 64ms
>relese key5
>delay 104ms

keys only need to be held for 50ms. Holding them any longer is pointless and just confuses the timings of the macro, plus makes it inaccurate.
As long as keys default to being held for >=50ms, all you care about is the timing between the key downs.
So the above would translate as:

Press key 2
Wait 170ms
Press key 3
Wait 170ms
Press key 4
Wait 170ms
Press Key 5
Wait 170ms
(Repeat)

In Fire Control terms, this would be acheived by filling the boxes out as follows:

Fire Rate: 170
Fire Sequence: 2,3,4,5

Edited by evilC, 08 January 2015 - 04:22 AM.


#267 Tom Sawyer

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Posted 08 January 2015 - 05:58 AM

Thanks EvilC!

#268 valinor89

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Posted 14 January 2015 - 12:29 PM

First I would like to thank evilC for this tool. I am not a heavy user but sometimes and in using some "fun" loadouts (3ac2 machinegun was fun...) I have enjoyed the results greatly.

I would like to know if there is some way to fire two weapon groups at the same time. What could be done with this? Well, for example with 4 mediul pulse lasers and chain fire you can have the constant laser stream. But what if you have 8 of them? It could be feasible to fire a 2 mpl "linked" stream.

Ok, you can do that within the game pressing 2 buttons but my mice is button poor (have 3 buttons)... and as said before chainfire for lasers is not really well done ingame.

Currently when you program FireControl we can do something like this "3,4,5,6" etc. Could we for example do "[3,4],[5,6]" or something along those lines?

It also opens some other possibilities.

#269 evilC

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Posted 14 January 2015 - 06:23 PM

This is already possible.

A fire sequence of 34,56 would hit 3+4 together, then 5+6

Also be aware that there are "sub-commands", such as groupmode:

34,56,groupmode(2)
This would fire 3+4, then 5+6 as before, but if you hit the button bound to "Fire Mode Toggle", would send 6 instead. When sending 6, it would ignore the fire rate.
This is so you can have one fire button be able to do alpha mode or chain fire mode, but can be used for so many other things.

At some point I would also like to add "left" and "right" modes so you can have all weapons on the left fire in left mode, all the weapons on the right fire in right mode, and all weapons fire if neither left nor right is active.

#270 Gaulwa

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Posted 21 January 2015 - 04:24 AM

Hi, I have been trying to make a macro for quad UAC5, but there is an issue with AZERTY keyboards.

Since in AZERTY you need to press Shift to access 1,2,3,4, attempting to use theses keys will trigger:
Shift+&, Shift+é, Shift+", Shift+'...
whitch 'works' fine, except shift is also arm lock toogle and ruins my aim.

I would need to be able to sent the keys: &, é, ", ', (, - without it breaking down the whole script.

Is there an easy fix such as putting the caracters between symbols, or writing <Key.">... or anything?

#271 evilC

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Posted 21 January 2015 - 06:04 AM

Hi Gaulwa,
This is something I wondered about, but never had any complaints over, so I already had a fix in the back of my mind.

I upped a test version for you - http://evilc.com/fil...rl/firectrl.exe

Does that version fix it?

#272 Gaulwa

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Posted 21 January 2015 - 06:30 AM

Thank you for your reply evilC. Sadly it does not fix.

Fire key: Right Mouse

I need to remove shift from keybinding if I want to use fire sequence 3,4,5,6.

When using fire sequence ",',(,-, the script appear to do nothing when I press RMB, however, when I release RMB, the weapon navigation bar goes up(bottom right MWO UI with weapon groups).
It's as if it's pressing arrow.up on RMB.up

If you can find a fix, that would be awesome. Otherwise, I will simply unbind shift.

Edited by Gaulwa, 21 January 2015 - 06:31 AM.


#273 evilC

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Posted 21 January 2015 - 07:49 AM

Hmm, actually, that fix would be good when the problem is the other way around - AHK thinks shift is "held" but you try to send an un-shifted key.

I am pretty sure there should be a way to deal with this in AHK, let me try and find out for you.
In the meantime, surely an easy workaround is to change the fire keys in MWO to something that does not require shift?

A fire sequence of a,b,c,d is just as valid as 1,2,3,4

In fact, with the version I sent you (not the normal version), a valid fire sequence would even be Numpad1, Numpad2, Numpad3

This is also something worth discussing.
Currently, with FC, if you used a fire sequence like 12,34,56 it would work, sending two keys each time. however, a fire sequence like Numpad1, Numpad2, Numpad3 would not work (It would send the word "Numpad1" not hit 1 on the Number pad)

In the changes I made for that version I made for you, this would change.
12,34,56 would no longer work (nothing would get sent, there is no key named "12"), but Numpad1, Numpad2, Numpad3 would.

I am actually thinking that I should probably allow both.

This would mean that you could us either of these Fire Sequences:

12,34,56
{Numpad1},{Numpad2},{Numpad3}
or even
1{Enter},2{Enter},3{Enter}

How does that sound to everyone?

FYI, a list of key names is here:
http://ahkscript.org/docs/KeyList.htm

Edited by evilC, 21 January 2015 - 07:51 AM.


#274 Gaulwa

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Posted 21 January 2015 - 08:00 AM

That would be great, yes.
Now, if I could find the name for & é " ' ( -, that would be perfect :).
Actually, if I write {&},{é},{"},{'},{(},{-}
Will the script correctly interpret thoses as keys? or will it still break the script?


Or as you suggested, I can bind unused key on my groups, such as u i j k l m and use thoses for the script.
it's ok, but I'm running out of valid key to bind :D

#275 evilC

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Posted 21 January 2015 - 08:08 AM

Hmm, I am having a look on the AHK forums and asking around on IRC, but I do not know a solution to this so far, and not having an azerty keyboard, it isn't easy to test.

Do you know any AHK at all? Are you willing to learn any? You do not need to understand how my code works, we just need to come up with a snippet of code that exhibits the problem, and then try to find a way to solve it.

So, the smallest bit of code that exhibits your issue would be this:

SetKeyDelay, 0, 50
 
F12::
   Send {1}
   return


Always keep the setkeydelay line in an AHK script for MWO, else keys will not be held long enough when you use the Send command for MWO to recognize them.

The rest of the code just says "when I Hit F12, press the 1 key".
I dunno if F12 needs shift on your keyboard, you may need to pick another key to trigger the test.

So, this code exhibits your issue, yes?
If so, we can post up on the AHK forums and ask if anyone has a workaround, plus try to find ways of sending 1 that do not exhibit the issue for you.

FYI, the test version of FC that I linked tried the following as a workaround:
SetKeyDelay, 0, 50
 
F12::
   Send {Blind}{1}
   return


I added the {Blind} prefix, which is similar to what you need, but in reverse (Will not release shift if held)

The documentation for Send is here: http://ahkscript.org...mmands/Send.htm

Oh and download AHK from http://ahkscript.org, not Autohotkey.com!

Edited by evilC, 21 January 2015 - 08:11 AM.


#276 STEF_

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Posted 21 January 2015 - 08:37 AM

Hi EvilC, I don't know if my wish had already been asked (14 pages....long to read...), but here it is:
I would like gauss recharge to be automatic, but without autofire, of course.
Something that clicks mouse 1 button, and release just after "time limit", and reclick it so that gauss can recharge again.
So that I can always find gauss ready to fire, and I would like to do it clicking mouse 1 button myself, or another.

All this to avoid that recharge and release mechanic, so similar to a bow....

Is it possible?

#277 evilC

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Posted 21 January 2015 - 08:54 AM

View PostStefka Kerensky, on 21 January 2015 - 08:37 AM, said:

I would like gauss recharge to be automatic, but without autofire, of course.
Is it possible?

Not doable with FC, but I did write an AHK script toying with the idea.

It would probably need a bunch of tweaking though.
http://evilc.com/fil...s_everready.ahk

#278 STEF_

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Posted 21 January 2015 - 09:16 AM

View PostevilC, on 21 January 2015 - 08:54 AM, said:

Not doable with FC, but I did write an AHK script toying with the idea.

It would probably need a bunch of tweaking though.
http://evilc.com/fil...s_everready.ahk

Thanks, very appreciated!

#279 FindersWeepers

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Posted 21 January 2015 - 10:07 PM

I DL'ed FireControl and opened up, wanted to try it with MGs. I set the fire button to RMB, added a fire rate of .002 and set the fire sequence to "2,2" (that's the weapon group my MGs are in). I got into MWO and when i clicked the RMB, all it did was switch my weapon group! I am completely lost, as this is the first time I have done this, any help would be greatly appreciated.

#280 evilC

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Posted 21 January 2015 - 11:16 PM

Seeing as 1 is 1 millsecond, 0.002 would be billionths of a second or something silly...

Apart from that, MGs are not, in effect, a ballistic weapon. They are a beam weapon.
There is no point using macros with MGs. Whatsoever.





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