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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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#1 evilC

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Posted 03 July 2013 - 12:15 PM

Download

NEW: Instructions

USERS: Please keep an eye on the SECOND post to keep abreast of changes.
DO NOT take the version number in the screenshots as being the latest version!

Don't have an expensive mouse?

Irritated by the shortcomings of MWO's controls? ie no TAG Toggle, Arm Lock Toggle is not a toggle, Weapons do not fire at full rate in chain fire mode, no way to enable / disable double-shot with UAC5s...

Your prayers have been answered!

ADHD Fire Control is a new breed of GUI-driven macro that is based upon my ADHD macro Library for AutoHotKey.

Feature Overview
  • Fire Timing - Assign a hotkey to Fire weapon groups in a specified order at a specified rate of fire
  • Weapon Toggle - Assign a hotkey to toggle a weapon on or off (eg TAG, Machine guns)
  • Arm Lock Toggle - Tap shift to toggle arm lock status, instead of having to hold it!
  • Jump Jet Spam - Assign a hotkey to rapidly hit the Jump Jet button, to avoid RSI when climbing large hills.
Posted Image







Bind whichever keys you like to macro functions:
Posted Image

Example of binding system:
Posted Image

You do not have to reconfigure every time you change loadout, there is a profile load/save tab:
Posted Image

Video
A quick introduction to FC by Kanajashi.

Edited by evilC, 30 January 2017 - 11:30 AM.


#2 evilC

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Posted 03 July 2013 - 12:17 PM

Please note: If the ADHD version OR the Fire Control version changes, you should re-download.
Both version numbers are displayed in the title of your Fire Control window.

Weapon reload times
You need to account for fire time as well as recycle time in your macros. For most weapons, this is just a few ms per weapon, but for lasers bear in mind that the recycle time does not include the time the beam is on - so for a medium laser, the recycle time is listed as 3 seconds, but the beam is on for 1 second, giving a total recycle time of 4000.

Some example setups (Without Fast Fire reduction of 10%):

TAG Toggle on Middle Mouse button:
MWO: TAG in group 6
Bindings tab:
Set "Weapon Toggle" to "MIDDLE MOUSE"
Main Tab:
Set "Weapon Toggle Group" to 6

Version History
Key:
! : Warning
* : Comment
= : Change / Fix
+ : Added feature

Fire Control


3.0.7 30th Jan 2017
= Now uses {Blind} Send - should work better with foreign keyboards.
Should also alleviate issues with CapsLock being on while keys are sent.
This will also mean that multiple chars in Fire Sequence box (eg 11,22) will no longer work

3.0.6 16th July 2014
! If you previously used Arm Lock Toggle, please make sure Arm Lock Momentary is disabled!
= Arm Lock Toggle is now Arm Lock Momentary
PGI made Arm Lock Toggle a proper toggle, but did not also leave the old "Momentary" method in.
So for those that preferred the old way, they can now use Fire Control to replicate the old behavior.

3.0.5 11th Mar 2014
* "MWO Jump Jet Key" setting now actually takes effect

3.0.4 26th Feb 2014
= Reorganize of the Main tab, things are now grouped by Action.
+ "Send key up on Fire" option added to Fire Timing
This setting in effect alters the "pass-through" state of the button you bound to the Fire action.
Please consult the documentation or the tooltip of this item for more info.
= All items on the Main tab now have info tooltips.
= Hotkeys should no longer fire on the MWO login screen.
eg no more L in the login box if you use Shift!
If this feature does not work for you (or all hotkeys stop working!),please let me know.

3.0.3 25th Feb 2014
= Jump Jet Spam was not disabling on tab out.
Fixed

3.0.2 25th Feb 2014
= Timers etc disabled when you tab out of game.
= If you have nothing in the Fire Sequence or a non-numeric entry in the Fire Rate box, but do have something bound to Fire...
Nothing will now happen.
= Fire Control is back to it's previous v2.x width

3.0.1 24th Feb 2014
= Had left a debug message in ADHD, which was breaking stuff.
Hotfix

3.0.0 24th Feb 2014
+ New in-app Instructions link to Wiki on GitHub.
= NEW IMPROVED bindings tab with ADHD 3.0.0
! All your existing bindings will be lost.
Sorry about that, gives you a chance to test the new bindings system though.
= Arm lock toggle "L" setting now sends lowercase - "l".
The uppercase L setting was also holding shift.
= Fixed startup so firectrl_init only runs once.
+ Added Fire sequence subcommands:
groupmode()
reset
stagger()
See the new instructions link for info on usage

2.18 5th Jan 2014
+ Adjusted Jump Jet Spam timing.
Jump Jets are now held for 100ms instead of 50.
Default rate is now 250.

2.17 5th Jan 2014
+ Added "Jump Jet Spam" feature.
This allows you to set a key that will spam the jump jets at a rate set by the user.
Used when climbing hills or hugging terrain - avoids RSI through trying to spam key quickly.

2.16 20th Nov 2013
= Now uses ADHD 2. No real changes, but now notifies of updates.

2.15 30th Oct 2013
+ Added 7-0 to list of options to Weapon Toggle.
This is so that you can use weapon toggle as a generic toggle,
Simply bind the thing you want to toggle to 7,8,9 or 0

2.14 25th Oct 2013
= Made timings much more accurate. Previously in excess of 50ms was being lost per shot
! Due to the above change, you may need to increase all your Fire Rates by at least 50
For example, with older versions of FC, you would use a Fire Rate of ~440 to get an AC2 to fire at max rate.
The true figure (For Testing Grounds) is 500. As the new Fire Control works more accurately, old settings of 440 would no longer work properly.
If you were previously using the correct value, you will now be firing faster - so watch that heat!

2.13 30th Sep 2013
= Sorted a problem with toggles (Arm Lock and Weapon) - when you exited or tabbed out of MWO, the key you bound to this function would be "held".

2.12 20th Sep 2013
* No real changes, just made UI bigger to accomodate "Functionality Toggle" which is now added to all macros by ADHD.

2.11 13th Sep 2013
+ Arm Lock now has it's own toggle.
You no longer need to run two copies of Fire Control to have Arm Lock Toggle and Weapon Toggle at the same time.

2.10 6th Sep 2013
+ Added options 7-0 to Weapon Toggle group
You can use this to allow "Weapon Toggle" to function as an "Arm Lock Toggle".
eg program "Toggle Arm Lock" in MWO to 0 (Zero), replacing the shift binding.
Then run a second copy of FC, and create a profile thus:
Bindings - Weapon Toggle: Just tick the Shift box on the right - leave everything else on that row blank!
Main - Set "Weapon Toggle Group" to 0, set "Scroll Lock Indicates..." option to NONE so it wont interfere with scroll lock light (Controlled by the 1st copy of FC).
With that done, when you hit Shift in MWO, it will toggle arm lock status.
+ You can now run multiple copies of Fire Control by double clicking the icon twice.
! Do not try to have the same profile selected for both copies (The second copy will always start with the same profile selected, you need to change it)

ADHD

3.2.0 22nd May 2014
= PassThru mode is now ON by default if "Limit App" is OFF.
This is to stop you accidentally binding Left Mouse to something whilst Limit App is off, thus locking you out of Windows ;)
= Major rework of (un)binding code
There should be less quirky behavior now when you change bindings or enable / disable pass-thru, wild, limit app etc.

3.1.1 22nd May 2014
! New version REQUIRES AutoHotKey version 1.1.15.00
* A big thanks to AHK Author Lexikos for changes to AHK to enable this long awaited feature!
http://www.autohotke...d/topic/102265-
+ Bindings can now be defined as "Pass-Thru" or not. This is analagous to AHK's ~ prefix.
When Enabled, the binding will not be hidden from the game.
When Disabled, ADHD will attempt to hide that key from the game.

3.0.3 2nd Mar 2014
= Hotkeys now removed on rebind. Fixes #22
= Debug info for hotkey adding / removing now also shows prefixes

3.0.2 25th Feb 2014
* Hotkey boxes scale to the width of the GUI
* Code reorganisation, of no consequence to script authors.

3.0.1 24th Feb 2014
= Ooops! I left a debug message in, was triggering any time you pressed fire.

3.0.0 24th Feb 2014
= Moved to three number semantic versioning system
+ Version checks now regognise newer, older, or same number versions.
= option_changed removed from debug list - it provided no information
= Order in debug window reversed, so last item is always on top.
This is quicker than scrolling the window constantly to keep the bottom in view.
= Profile manipulation much more robust.
Should no longer be possible to have duplicate profile names etc.
= Fixed slight incompatibility issue
Pollution of global namespace (DisplayToolTip and RemoveToolTip)
These now have ADHD_ prefixes
= functions / variables *default_app* are now *limit_app*
= Moved majority of functions / data into a "private" object.
To make it clear what functions are intended to be called by library users.
+ Added functions config_get_limit_app() and config_get_limit_app_on() to avoid need to access globals
+ get_debug_mode() function added
+ Tooltip code no longer runs if AHK GUI is not the current window.

Edited by evilC, 30 January 2017 - 11:31 AM.


#3 Loc Nar

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Posted 03 July 2013 - 12:22 PM

Quote

Reserved


Reserved reply :)

#4 evilC

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Posted 03 July 2013 - 12:24 PM

View PostLoc Nar, on 03 July 2013 - 12:22 PM, said:


Reserved reply :)


Oh, and before you say it, Yes Loc, it cxan be made to work with Joysticks.

Reading - not too hard to add, though it is not part of the "toolkit" currently offered to macro authors, it would currently require a behind-the-scenes edit (Feel free to fork me on Github anyone!)

Sending - I would have to merge with UJR or something.

Edited by evilC, 03 July 2013 - 12:26 PM.


#5 GRIMM11

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Posted 03 July 2013 - 12:24 PM

This is awesome! I need to give this a try.

#6 Loc Nar

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Posted 03 July 2013 - 12:51 PM

Quote

Oh, and before you say it, Yes Loc, it cxan be made to work with Joysticks.


While good to know, my stick requires no special bindings etc. In addition to running x/y in emulator mode (allowing things like on-the-fly sensitivity changes), with TARGET I have weapons groups 1-6 bound to very easy to reach triggers (meaning pulling/pushing my triggers generates those keypresses). One of the many benefits of using TARGET is not needing to map any buttons differently than the stock configuration in the MWO menu, which in turn makes things like using your scripts as easy as it gets for this type of setup. I can program macros for firing in TARGET too... but not with a slick GUI!

#7 evilC

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Posted 03 July 2013 - 01:03 PM

Well have fun, play, but I gotta sleep.
Still lots of work to do I think, but about at the point I would consider using it myself.

I will give it a thorough round of playtesting tomorrow. I think My Jagers and TBT-5J are gonna get a thorough workout.

#8 darkfall13

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Posted 03 July 2013 - 01:12 PM

Seems neat! Haven't got to test it out yet, but considering it doesn't seem to be like the ini mods that just "hold down" the group's key, does that mean chat functionality isn't affected?

#9 Foust

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Posted 04 July 2013 - 08:16 AM

Approved.

#10 evilC

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Posted 04 July 2013 - 08:47 AM

View Postdarkfall13, on 03 July 2013 - 01:12 PM, said:

Seems neat! Haven't got to test it out yet, but considering it doesn't seem to be like the ini mods that just "hold down" the group's key, does that mean chat functionality isn't affected?

Unfortunately, all my mod does is hold down keys itself, as if you were holding them.
So if it breaks while you are in chat normally, it will break in my macro.

However, it is technically feasible to solve, just a little complicated.
I have had code for example that has disabled weapon toggle on map open, based upon when you held the map key, but chat detection based upon what is happening on the keyboard is a little more logic.
It could probably be more easily solved by pixel recognition - have the macro look at a certain pixel coordinate and if it is a certain colour, you are in chat mode.
I am reticent to start writing pixel detection macros though. They are a slippery slope....

#11 evilC

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Posted 04 July 2013 - 09:12 AM

Starting to use it today, I am definitely seeing some issues. Haven't quite nailed how to reproduce though, but it seems fixable by reloading the macro.

#12 rgreat

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Posted 04 July 2013 - 09:29 AM

It is sad that we have to use such programs...

Shame on you, PGI.

#13 evilC

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Posted 06 July 2013 - 10:12 AM

New version up, 2.0 - no real changes to look at (Apart from the appearance of debug options), but under the hood it is massively different.
Also moved to zip download, and you get a copy of the source script plus an executable. You don't even need Autohotkey installed any more!

Edited by evilC, 07 July 2013 - 08:48 AM.


#14 evilC

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Posted 07 July 2013 - 10:01 AM

New Version up, 2.3
I fixed an underlying bug in ADHD, plus hooked fire control into the ADHD events properly. It now accurately detects switching out of game and will disable the timers and / or weapon toggle when you tab out of the game.

Now also detects going between mechlab and game, thanks to another feature I added to ADHD.

[Edit] Patched to 2.3, sorry, I had broken weapon toggle

Edited by evilC, 07 July 2013 - 04:06 PM.


#15 evilC

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Posted 09 July 2013 - 11:44 AM

I just noticed that the "Limit fire rate" option is always enabled, regardless of the state of the tickbox.
Will look to fix today.

#16 evilC

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Posted 09 July 2013 - 12:09 PM

It also seems that there may be a problem with the EXE version for some people.
If the EXE does not work for you, install Autohotkey and use the .ahk version.
I will look into why this may be happening for some people.

#17 kesuga7

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Posted 09 July 2013 - 12:18 PM

Sick of getting pwned by people chain firing Quad AC2s so fast it would make your finger bleed?

come on now using the same type of program that the guys destroying you used ain't helpin

Edited by kesuga7, 09 July 2013 - 12:18 PM.


#18 evilC

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Posted 09 July 2013 - 01:06 PM

View Postkesuga7, on 09 July 2013 - 12:18 PM, said:

Sick of getting pwned by people chain firing Quad AC2s so fast it would make your finger bleed?

come on now using the same type of program that the guys destroying you used ain't helpin

I fundamentally disagree.
Maybe that quote was a bad example, but the point more was that some people were doing what others could not because PGI failed to make their game properly use the capabilites of your mech.
So what we have now is a have and have-not situation, with some people being able to field such builds effectively because they have the hardware or knowledge, and some not. Which is unfair.
If you want to complain about quad AC2s or whatever, do it elsewhere - it is a totally separate argument.
Besides, anything that promotes sustained fire over alpha builds at the moment is a Good Thing IMHO.

Edited by evilC, 30 September 2013 - 01:53 PM.


#19 evilC

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Posted 09 July 2013 - 02:26 PM

New version up, 2.3
Limit Fire Rate option now actually works - previously it was always on.

Edited by evilC, 09 July 2013 - 02:26 PM.


#20 evilC

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Posted 10 July 2013 - 01:59 PM

New version up.
Fire Control unchanged, but new version of ADHD fixes some bugs:

ADHD 1.3 10th Jul 2013
= Fixed bug where changing profiles would not change the setting of a binding if the new setting was "None".
Thus, settings could duplicate from one profile to another.
= Add mode now adds a blank profile, instead of just copying the current one.





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