Has anyone in the CM group ever tried to do a timed macro setup.
In other words, a macro that maps all of the necessary (possible) direct text buffer dot commands that runs in a continuous manner that by simply enabling or starting the macro would then initiate a series of generated key strokes on a line by line basis to set up the arena?
Such a macro manager generator could even effect the destruction of objects and rehabilitation of them such as the ships guns in Coral, as well as wind...which we all know is not store-able in any manner other than via this third party technique.
Thus a user could dispense with tables altogether, and starting with a blank slate default map, initiate the macro and then just sit back and wait for the macro to run its course. Under such a situation, the user would save a macro file instead of the FLD, PLN, VAR and DOD files.
Once the user was in game, he would simply invoke the buffer and set it to receive (blinking input text indicator), cram a button and wait.
An example:
macro output > game input > ".det f42shp 1" + return + (delay .5)
macro output > game input > ".det f43shp 1" + return + (delay .5)
macro output > game input > ".det f44shp 1" + return + (delay .5)
macro output > game input > ".det f45shp 1" + return + (delay .5)
macro output > game input > ".det f32baa 1" + return + (delay .5)
macro output > game input > ".det f32bat 1" + return + (delay .5)
macro output > game input > ".restore f32baa00c" + return + (delay .5)
macro output > game input > ".restore f32baa00d" + return + (delay .5)
macro output > game input > ".restore f32baa00e" + return + (delay .5)
It is an idea that has intrigued me for quite some time given the ponderous nature of setting the tables manually, as well as the problematic nature of using tables with the remote servers.
Just a thought and it would certainly be an interesting project to actually code.
Programmatic generated keystrokes are child's play, and the biggest hurdle would be the creation and maintenance of a user interface that dovetails with the games settings (flags, long vals, int vals, bool vals, string vals) etc Such a program would simply ignore any values that were default values and run just the script necessary to effect changes.
The delay value for each line of output input could be adjusted to suit the users connection speed to the host server
Further macro templates could be saved and recalled to accommodate the fact that so often settings for special events repeat themselves. Thus a user could start with standard template, that deviates from default, and make the few adjustments necessary to bring about the final template required for the frame or event.
A macro based system completely does an end around the fact DOD files cannot be uploaded via the Tables, Objects destroyed and Wind layers cannot be recalled either offline or online, and would eliminate the manual dot commands and/or menu interactions to effect such changes
Salute
Oneway