Jump to content

Drv30

Members
  • Posts

    22
  • Joined

Reputation

10 Good
  1. I am having the exact same problem. My slipstream USB dongle that came with my harpoon wireless mouse, is not detected on any device. It seemed to have worked for a week or two. What should I do?
  2. I realize what I am saying might seem kind of esoteric, but I am not trying to be an *******, I really think this is a good idea with a lot of potential, if implemented correctly. So Please, I hope a developer reads this. Thanks!
  3. Hello, I want to request an advanced macro creation feature, which would allow users to merge two macros into a single polyrhythmic macro. PURPOSE: To allow users to create more complex macros with ease. INTERFACE: iCUE would have two macro creation fields side by side, so that the user may enter macro part A, and macro part B. PROCEDURE: 1. Enter macro 1, part A key sequence into iCUE, 2. Enter macro 1, part B key sequence into iCUE, 3. Enter desired “Total cycle time” (8 sec = 8000ms in this example) 4. iCUE automatically merges macro 1 parts A and B, and inserts appropriate delays between all events. EXAMPLE [user input]: *Macro 1 Part A key sequence = Attack, attack, attack *Macro 1 Part B key sequence = Jump, crouch, jump, crouch *Total cycle duration = 8000ms MERGING PROCESS [iCUE calculations]: *Total events in part A = 3. Total events in part B = 4. Thus, polyrhythm = “3 against 4” PART A: Delay between events in part A = 8000ms/3 = 2,666ms **Event 1 occurs at 0ms, event 2 occurs at 2,666ms, event 3 occurs at 5,333ms [+2,666ms delay = 8,000ms] -> cycle repeats PART B: Delay between events in part B = 8000ms/4 = 2,000ms **Event 1 occurs at 0ms, event 2 occurs at 2,000ms, event 3 occurs at 4,000ms, event 4 occurs at 6,000ms [+2000ms delay = 8,000ms] -> cycle repeats [Whenever event delays add up to 8,000ms, cycle repeats, therefore the 8,000ms mark is equal to the 0ms mark. I.e. there is looping] VISUAL REPRESENTATIONS: -0ms------------------------2K----------2.6K----------------4K-----------------5.3K----6K----------------------------8000ms attack------------[2666ms]------------attack------------[2666ms]------------attack------------[2666ms]-----------attack -jump-----[2000ms]-----crouch-------[2000ms]----------jump-----[2000ms]-----crouch-------[2000ms]----------jump MERGED MACRO DELAYS: **2000ms-0ms = 2000ms **2666ms-2000ms = 666ms **4000ms-2,666ms = 1,333ms **5,333ms-4000ms = 1,333ms **6,000-5,333ms = 666ms **8,000-6,000 = 2,000ms FINAL MERGED MACRO [Result]: Attack&jump-[2000ms]-crouch-[666ms]-attack-[1,333ms]-jump-[1,333ms]-attack-[666ms]-crouch-[2000ms]-attack&jump. *This is the "3 against 4" polyrhythmic macro, and iCUE would come up with the delays which I have manually calculated and inserted in brackets* PROOF OF CORRECT DELAY CALCULATION: 0ms + 2000ms + 666ms + 1333ms + 1333ms + 666ms+ 2000ms = 7,998ms = 8,000ms (numbers are rounded).
  4. Make sure you are using "execute uninterrupted" only for macro 2, not macro1. or test using on different macros, dont just tick it on everymacro because it is how you will prioritize one macro over another. It does seem like the new CUE is dumbed down. I actually like the older one more, it made more sense to me... I think I get what you are saying. But how does the game behave? If you press this number key, does the game require a press and release or if you leave it pressed it keeps executing the action? you are "testing" your game's macro on a word document (not something I would really rely on), so I am assuming that your game only requires a key downstroke in order to deploy the action repeatedly? Because that is how Microsoft Word works. If your game does indeed behave like a Microsoft Word document what you can do is uncouple the press from the release on macro 2 let macro two me "number x press" without the "number x release" set the macro action trigger "on press" Then create a new action that is "number x release' and set it as "second action" for the same button. Also tick the "Execute uninterrupted" Only on macro 2, not macro 1 Set macro 1 action trigger as "while pressed". _______________________________ alternatively you can have macro 2 end with a single sequence of macro 1 as a "second action" so that you can sort of begin pressing the macro 1 key again without macro 1 ever stoppng (assuming you have to release and press the button again). IDK man, im running out of ideas, I am pretty sure it could be fixed though. but I'd have to be literally trying to make the macro myself to see if I can fix it. Good luck though. Maybe go to a forum of the game you are trying to play?
  5. That makes sense, that is because "while pressed" is inherently interruptible. That is kind of the whole point of "while pressed" that you can determine how long it will last. I don't know what game you are playing or what macros you are talking about, but there might be a creative way of fixing the problem. Making changes to your macro sequences. I don't think the scimitar is the problem. It is probably the game. you would need to be more specific about what your macro is and what game it is for. you can't just mindlessly make OP macros to pwn all the noobs. game engines have rules. e.g. walking at chewing gum might be allowed, but sprinting and proning is not. See what I am saying? i.e. as soon as any of your macros have a conflicting action overlapping at any point in time, the whole thing will stop. if each macro is of different length and they cycle at different rates then there will always be a chance that two conflicting actions will line up (like an odd time signature in music or like a slot machine that lines up the cherry figures every once in a while.) you can't run two macros simultaneously if the game's engine doesn't allow it. Try an experiment, and make a third macro that is both macros mixed, and see if that works. if the third macro doesn't work then it means the game does not allow the actions you want to be done simultaneously. Gotta use the scientific method here to make macros, it's not like a magic wand process. but the more info you provide the better. Perhaps I have played that game before. You can't make like "bunny hop + 360 headshot" run simultaneously or something. Try simplifying your macros. you shouldn't make them too complicated as that exposes limitations of the game. you make them as short at modular as possible so that the game doesn't freak out on you. making good macros takes a lot of thinking sometimes... some games just really don't like them (mostly because most games now are just console ports...) Go ahead and give us the specifics, maybe someone can help. Also do you also have a programmable keyboard or just the scimitar and some generic keyboard? Have you tried running each macro on a separate device?
  6. Yeah, there should be an option that says "interruptible" and you untick it. Click some gears to the right and then checkmark 'execute uninterrupted'. Did you try that? It is also possible that the game engine itself does not allow the two actions to happen simultaneously. you have to make sure this is actually allowed by the game.
×
×
  • Create New...