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Messages - GrO

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16
Wormkit Modules / Re: wkmacros
« on: September 02, 2020, 02:05 PM »
Your script is not working for me, it's in an infinite loop of sending the first sentence, I had to call Ctrl+Alt+Del hahah.
I think it's behaving like that because you forgot to use comma after the Send command.
...weird, I didn't test it though, but it doesn't differ from their examples: https://www.autohotkey.com/docs/commands/Send.htm#Repeating_or_Holding_Down_a_Key

...you're using the latest AHK version?

BTW, thank you for your advanced script, it may be very useful.

Regards...

17
Wormkit Modules / Re: wkmacros
« on: September 01, 2020, 03:10 PM »
I'm trying to find something like that. This function would be nice for both the lobby and the chat during the game.
...you can't send multi-line text with the in-game chat and there are at least 2 ways I posted, allowing you to play with text sending (and even more using AutoHotKey app)...

...anyway, there's no sense to make another module with functionality you can easily achieve by some other methods, and the notepad>ctrl+c>ctrl+v method seems to be quite easy to use, and such functionality was never essential to the game - you want more - use the AutoHotKey soft... :)

18
Schemes / Re: Freemediate - An evolution of Intermediate
« on: September 01, 2020, 02:59 PM »
So in this scheme you don't have the luxury of killing 3 worms in one turn just because your opponent got unlucky with the placement. Too bad. I love the idea of having unlimited select worm though.

Thanks  :)

This scheme eliminates the randomness factor of the worms' initial positions...
...actually, this case was always easily fixable by the manual worm placement at the start of the game, but it's a nice scheme this one :)

Yes. But intermediate would be very boring with that. This scheme (freemediate) brings a better solution for that.
...I don't agree with this statement - the first player in action is still able to fix his positions, then eliminate some bad placed worms, all this at 1st turn (if he's fast enough) - it's still not fair, maybe even more than regular 'Intermedite' mode, and the only way to avoid this is to allow everyone to place his worms manually - that's how I see this :)

But then we would have a "pick your side" Intermediate.. Just like some type of Fort.
...I see your point and some 1vs1 games could look like forts, but what's wrong with that? :)


*edit*

...and making players free to pick their placement fits to the scheme titled: 'Freemediate'...  ::)

19
Schemes / Re: Freemediate - An evolution of Intermediate
« on: August 31, 2020, 02:39 PM »
This scheme eliminates the randomness factor of the worms' initial positions...
...actually, this case was always easily fixable by the manual worm placement at the start of the game, but it's a nice scheme this one :)

Yes. But intermediate would be very boring with that. This scheme (freemediate) brings a better solution for that.
...I don't agree with this statement - the first player in action is still able to fix his positions, then eliminate some bad placed worms, all this at 1st turn (if he's fast enough) - it's still not fair, maybe even more than regular 'Intermediate' mode, and the only way to avoid this is to allow everyone to place his worms manually - that's how I see this :)

20
Wormkit Modules / Re: wkmacros
« on: August 31, 2020, 02:13 PM »
Thank you for your effort though. But it's not really what I meant.

Sorry to have wasted your time.

Peace.
Hi, could it be possible to make a module which allows the user to assign different keys that will trigger text and sentences? It could be useful in situation in the host room where you have to explain the rules, provide links to an update, modules, or whatever.
...the script does exactly what you wanted, you can add more keys and more lines for each key, you can even use some different functions for one key simultaneously, it can also replace wkRemapKeys, and you can extend the script as you wish according to your needs.

I know you want some good uncle to write a no0b-proof module for you, but one likes waitin', the other likes doin', and no time was wasted, because time is an illusion, the script was very simple, and I still believe this thread may be useful for someone else in the future...

Regards... ;D

21
Wormkit Modules / Re: wkmacros
« on: August 31, 2020, 07:10 AM »
Then you have to minimize per sentence to copy.
...huh? Simple text processing and still so many mysteries? :D

Didn't you know you can copy new-line-chars (or 'enters' - see the picture attached)? You can copy the whole text before running the game for your convenience and you don't need multi-monitors to minimize the game at all - what are you talkin' about man???

So many useless sarcasm in you, who needs it when you don't know the basics...

Regards.


*edit*

Someone once created an autohotkey script to type rules, it's easy to do.
Would be nice if someone actually did make this true.
...he said it's easy to do and it's actually true, just made a simple script with 3 examples (also attached it):

Code: [Select]
; "!j" = "Alt"+"j"    ; if you want to use "Ctrl" instead, just swap:
; "!" with "^" (omit the quotes)
;
; codepage := 65001    ; uncomment start of this line for UTF-8 encoding,
;                              remember to save the script as 'Unicode big endian'
;
; to produce a literal commas or percent signs, you need to use so-called
; escape sign before each, example (omit the quotes):    "`," and "`%"
;
; "`n" makes a new line like "Enter"
!j::
  Send, Shopper rules:`n- crate before attack`,`n- kill the leader`,`n- attack from rope.
  Send, {Enter}
Return

!k::
  Send, Forts rules:`n- no invading`,`n- no fishing.
  Send, {Enter}
Return

!l::
  Send, Get the latest updates from:`nhttps://worms2d.info/Updates
  Send, {Enter}
Return

22
Tech Support / Re: Updating wkRemapKeys & wkRubberWorm?
« on: August 30, 2020, 11:33 PM »
...since wkRubberWorm got implemented in v3.8 the standalone module became unnecessary,

Ahhh, now everything makes sense, I forgot about that, thanks :)

That's probably what StepS told me before lol.
You're welcome :)

23
Wormkit Modules / Re: wkmacros
« on: August 30, 2020, 11:30 PM »
...the easiest workaround is to keep long rule's descriptions in a txt files, then just ctrl+c, ctrl+v
I didn't know about this. Thanks. ::)
...sarcasm unnecessary, some new users may not know and read this one day :)

24
Schemes / Re: Freemediate - An evolution of Intermediate
« on: August 30, 2020, 02:40 PM »
This scheme eliminates the randomness factor of the worms' initial positions...
...actually, this case was always easily fixable by the manual worm placement at the start of the game, but it's a nice scheme this one :)

25
Wormkit Modules / Re: wkmacros
« on: August 30, 2020, 02:22 PM »
...the easiest workaround is to keep long rule's descriptions in a txt files, then just ctrl+c, ctrl+v

26
Tech Support / Re: Updating wkRemapKeys & wkRubberWorm?
« on: August 30, 2020, 02:18 PM »
...since wkRubberWorm got implemented in v3.8 the standalone module became unnecessary,
regarding the new kick module (wkKick38) it should work the same way as wkKawooshKick now:

/kick#

Regards.

27
Announcements / Re: WormNET Service Updates
« on: August 29, 2020, 04:50 AM »
Hi all, I'd like to announce a project that I've been working on lately...

Also announced on Discord here: https://discordapp.com/channels/416225356706480128/416225356706480130/748944539493859389
Sounds really fantastic - thanks for Your effort CS

28
General discussion / Re: Are you happy with 3.8?
« on: August 26, 2020, 05:56 PM »
I'm very happy with 3.8. But I will be happier when some useful modules are 100% compatible with 3.8 (for example, Kawooshi kick etc.).
...have you seen wkKick38 thread?

29
Wormkit Modules / Re: wkKick38
« on: August 23, 2020, 03:08 PM »
I should've stated in OP that this module requires MSVC runtimes, but some users would ignore it regardless (just like GrO did a few posts back when I instructed him to install runtimes).
...why should I ignore the solution I just wanted? It's not with the logic. It was just misunderstanding with x86 and x64 versions (you know that) and I gave you all the feedback I could, regarding I didn't even install these x64 'runtimes' yet (had other things to do), but I saw another user also with win7 x64 and the CD release of WA having the same issue, which has been solved with these 'runtimes' you've mentioned, so I assumed it'll work for me either and I'm sure it'll be.

I'll post here after I test it and thanks for your work - I really appreciate it ;D

30
General discussion / Re: Surf Shopper v3.8 (no TS)
« on: August 21, 2020, 01:07 PM »
you can Surf with the [Space] as a rope
Your "simple" scheme seems to keep control after skimming, but not with rope, so space will not work. The "classic" scheme has both (which is weird, because the classic TS only had the no-rope version). Seems they are the wrong way around.
Also, rope speed is increased but projectile speed is not. (Remember that worms are also projectiles)
...it's exactly as it's described - never wrote that the simple one uses [Space] for surfing :)

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