Open CoderQCYT opened 1 year ago
One thing that I suggested a little while back was a visible representation of the macro inputs that are literally aligned to the editor screen whilst you're in the editor, with pseudo-objects you could place around in the editor to literally control the flow of the macro. This is about the most intuitive way to provide a GUI-based macro editor that I can think of.
you can also record a second macro of that part and merge that to the main one, but a macro editor would be dope
you can also record the second macro of that part and merge that to the main one, but a macro editor would be dope
I tried the Merge Macro thing, it didn't merge the clicks but overlapped them. It overwrote the X, and Y pos though which is good.
Merge Macro might have the potential, but it is very unintuitive and clunky. An Interactive GUI is always far times better for the end user than a Click GUI.
hmm, imagine accidentally pressing close with comment lol.
i wonder why the merge didn't overlap those few times i merged but actually fixed the timing i was dying at
i wonder why the merge didn't overlap those few times i merged but actually fixed the timing i was dying at
Proves my point, it's very clunky.
I have ADHD and have not even reached college yet but yes I am 13+
A macro editor has been planned for a while but hasn't been fully looked at or started yet due to actually making it being quite complicated. I've given examples of what an intuitive macro editor could look like in the past, if you would like to see. By the way, macro editing is still possible by exporting the json file and editing that, which is what many botters do, as you are bound to have macro breaks regardless of what bot you use.
By the way, macro editing is still possible by exporting the JSON file and editing that, which is what many botters do, as you are bound to have macro breaks regardless of what bot you use.
Botters do that because it is the only way they humanly can without reverse engineering the MHR binary format.
The macro editor and GD level editor can use the same Cocos2D scene, but there is code that modifies loading and saving to translate macros to the GD level format. It hasn't been done because it's too complicated? Why not start now? Why not just assign an unused object ID like 48 which usually crashes, and change it to the clicks and fix its crashing? Why are you tailoring to small fixes, and not looking at the big picture? What you could, but wouldn't want to do.
Because absolute has been too busy working on other stuff to start work on it yet. I'm not a coder myself so this is basically the only explanation I can give
I know that. It's similar to RobTop himself. I'm not forcing him to. I'd like it planned for v7.2 but Mega Hack being ready for 2.2 is the most important thing. I hope RobTop sends the final build to @absoIute first so he can prepare.
Merge Macro might have the potential, but it is very unintuitive and clunky
I have to admit this is true because I STILL have no idea how to use it.
I've given examples of what an intuitive macro editor could look like in the past, if you would like to see.
Would love to see this!
Merge Macro might have the potential, but it is very unintuitive and clunky
I have to admit this is true because I STILL have no idea how to use it.
Select the macro you want, clubstep for example, then click on merge, select the macro you want to merge into clubstep, and now clubstep will also have the clicks of the other selected macro, save and you're done
I've given examples of what an intuitive macro editor could look like in the past, if you would like to see.
Would love to see this!
Here.
This is a good first start, but you have to realize that Click and Frame fixes exist too, so modifying just the clicks would not work.
I do realize that this isn't an actual editor, just a concept of how the MHR file stores click.
Speaking of concepts (this took me 20 minutes in ms paint):
i have no idea of how anything in that is supposed to work the one above is way more intuitive and i don't know what click and frame fixes are
It's a concept, it doesn't include everything that it would plus I needed to go to work mid-making this. Concepts should give a general idea, though I might have to highlight some stuff. Should I explain it in a future post?
Picture this, you just finished a bot that took 3 hours and you notice something is inaccurate. How devastating!
Now, picture if we had a GUI to edit macros like the GD Editor but simpler. We could view the level, but it could add, rearrange and remove individual clicks. It could also rerecord a part of a macro to fix inaccuracies with the macro, or try something new. Plus, what if we could possibly playtest this, so we could see it in real time? That would be epic.
I think that idea just sounded amazing, I really want to add that! Unfortunately, I don't have the source code for Mega Hack. But I do know someone who does.
If you are that person and are currently reading this, would you give it a try?
P.S. You can ask me to make this more extreme, I have more ideas.