Open GoogleCodeExporter opened 8 years ago
Thanks for the update. One question though does running over items
cause you to pick them up? That was the issue we were having before
with using clicks instead of sending the move key.
It is a good idea though.
Original comment by jsig...@gmail.com
on 21 Apr 2012 at 9:02
This change does not work with me.
1. I see a trail of clicking wherever my character moves.
2. Wherever the cursor points it, it auto uses my left mouse button skill.
Is there something I am doing wrong?
Original comment by jtyp...@gmail.com
on 21 Apr 2012 at 11:34
It isn't an ideal solution because all it is doing is sending clicks to a set
of coordinates. This means if there is anything under the location you are
sending the click it will interact with it.
That is the reason I transitioned the script from clicks to sending the move
key a while back. It causes too many issues.
Original comment by jsig...@gmail.com
on 21 Apr 2012 at 11:49
Hi, yes it does send a click to whatever the mouse is pointing at, and it does
show a trail of clicking, you are right. This was however preferable for me,
otherwise the mouse kept moving back and forth, "jumping" around, which was
very difficult for me to control.
I`m playing a wizard, so having the click on the mouse is actually an advantage
because I would move with WASD and have the mouse away from the character,
which would make a ranged attack if anything was there.
I guess it is a matter of preference :) Perhaps an alternate version with this
method, if it helps anyone?
There may be other ControlClick options that I don't know about, or something
that would prevent the click on mouseover.
Original comment by andar...@gmail.com
on 21 Apr 2012 at 3:50
I understand what you're saying andar.
Yelgis did a great job with the script, however, the only issue I am having is
the mouse cursor occasionally jumping around, which very annoying and really
distracts from gameplay haha.
Yelgis informed me that he is going to try his best to take a look at this
issue.
Hopefully it can be somewhat fixed!
Original comment by jtyp...@gmail.com
on 22 Apr 2012 at 12:17
ok. great solution and thx for the info . after searching in the AHK help file
, i found a better one which will not leave a trail of mouse click and won't
interaction with moussover.
the idea is set the mouse middle key same as F12 (move to the cursor) in the
game
then change the script as the one metioned before, but add one more parameter:
SetControlDelay -1
ControlClick, x%x_final% y%y_final%, Diablo III, , MIDDLE
this will send the mouse middle button instead of left click
enjoy smooth mouse moves
Original comment by magic....@gmail.com
on 1 Jun 2012 at 5:56
Hmm that is a pretty good idea magic.zju
I will test it out when I get back into town on some of my scripts and see how
it goes. Might make a new release for it. I don't have many issues with mouse
jumping myself, but ever system's timing is different which makes it difficult
to give a universal system that will work great for everyone.
If only Bizzard would give us some native functionality within the game,
instead of forcing us to come up with solutions like the ones on this code site
that just manipulate the already existing systems in place. I will never
understand why they took such a stubborn position on control schemes.
Original comment by jsig...@gmail.com
on 1 Jun 2012 at 6:01
Awesome sauce is awesome, great find magic. Case closed for me :))
Original comment by base64...@gmail.com
on 1 Jun 2012 at 9:15
Is this what you did for the fix?
changed:
MouseGetPos, x_initial, y_initial
MouseMove, %x_final%, %y_final%, 0
Send {%mkey%}
MouseMove, %x_initial%, %y_initial%, 0
to:
SetControlDelay -1
ControlClick, x%x_final% y%y_final%, Diablo III, , MIDDLE
Original comment by khmerha...@gmail.com
on 4 Jun 2012 at 2:06
Yeah, basically same as my original post, but thanks to magic's find, just
added the ", , MIDDLE" part, and set the "move" binding to middle mouse instead
of F12 like the docs say
Original comment by andar...@gmail.com
on 4 Jun 2012 at 2:16
Hi there, a really quick response, I have debugged this issue for quite some
time. My solution is to a) bind move key to middle mouse then b) use this:
MouseGetPos, x_initial, y_initial
SetMouseDelay -1
MouseMove, %x_final%, %y_final%
Send {click middle %x_final%,%y_final%}
MouseMove %x_initial%, %y_initial%
MouseGetPos, x_p, y_p
MouseMove %x_initial%, %y_initial%
They key here is the second GetPos/MouseMove. It seems these functions are a
bit jittery so simply setting the position a second time mostly clears up the
jumpiness. "Works for me".
Original comment by nul...@gmail.com
on 12 Jun 2012 at 6:50
Also I had an issue where I had to add
CoordMode,Mouse,Relative
and take off the x/y top corner offset to get the script to work in my windowed
mode.
Original comment by nul...@gmail.com
on 12 Jun 2012 at 6:51
Using the code from comment 11 with a slight modification works wonders for me!
No more does this script "steal" my mouse and leave it in the middle of the
screen when I'm trying to fight.
My modifications:
MouseGetPos, x_initial, y_initial
SetMouseDelay -1
MouseMove, %x_final%, %y_final%
Send {XButton1}
MouseMove %x_initial%, %y_initial%
MouseGetPos, x_p, y_p
MouseMove %x_initial%, %y_initial%
I use Mouse4 or XButton1 as my move key. (for some reason my middle mouse
button doesn't work, something to do with my mouse/drivers) and I removed the
"click" bit because that causes the annoying ping effect + causes it to
interact with items and npcs. There is no point in adding the x/y variables in
the send command since we have to move the mouse anyway.
Original comment by shawnj...@gmail.com
on 13 Jun 2012 at 5:56
On a side note, increasing the WASD_Handler timer duration to 150 instead of 10
got rid of most of the mouse stealing that was happening. I'm thinking the
handler runs again before the previous is done doing its business and it sets
the mouse pointer x/y_initials to where the mouse would be for movement.
The changed code was the final nail in the coffin though, in a couple hours of
playing I haven't had it happen once.
Original comment by shawnj...@gmail.com
on 13 Jun 2012 at 6:00
[deleted comment]
Thanks for the good work people. The mouse jumps were driving me nuts and I was
all set to debug this sucker into submission. Didn't need to, it's already done
here :)
Just to save others the time, I've attached the "corners" script (for
widescreen monitors) modified with the mouse button 4 fix (I changed the mkey
variable at the top) and the double position set fix. This means you need to
bind that mouse button in-game to Move instead of F12.
NOTE: larger WASD_Handler timer duration result in worse WASD key response. I
don't know how you can handle a value of 150 shawnj, I found the degradation
painful after bumping it up to just 20 and quickly reverted back to 10.
Original comment by denk...@gmail.com
on 23 Aug 2012 at 1:47
Attachments:
Hi everyone! Could someone please explain clearly which to put in for the jumpy
mouse issue ? I've read the comments multiple times and my english isn't that
good I don't really understand what change to make.
Thank you
Original comment by AXiao1...@gmail.com
on 24 Apr 2014 at 10:19
up pls
Original comment by RIXEandD...@gmail.com
on 24 Mar 2015 at 7:45
Original issue reported on code.google.com by
andar...@gmail.com
on 21 Apr 2012 at 12:10