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| Anybody have a definitive answer regarding the formula for working out what /pause (number) relates to how many seconds in real time?? e.g /pause 10 = ? seconds of real time /pause 18 = ? seconds of real time /pause 30 = ? seconds of real time Because I need a 30 second real time delay. /pause ??? = 30 seconds of real time. There must be a basic formula? Thanks |
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In article <q7tVk.111804$uq3.95736@newsfe14.ams2>, Malcolm Prince <malcprince@ntlworld.com> wrote: Ok, as I understand it pause 10 give you a 1 second pause. You probably don't really want a pause 300 because you can't easily abort a running macro and so you're likely to get stuck doing nothing for 30 seconds while a bazu bashes your butt... |
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In article <%tAVk.101606$s62.75525@newsfe01.ams2>, Malcolm Prince <malcprince@ntlworld.com> wrote: AFAIK it should sort of, the pause count doesn't seem to start after the first line executes but rather when the macro is executed but that shouldn't matter with a say |
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"Malcolm Prince" <malcprince@ntlworld.com> writes: Yes. The number is in units of 1/10 second. I think there's an upper limit, maybe 600 (i.e. 60 seconds), but you can put more than one /pause on different lines to get a longer pause. As others have warned, there's no way to stop a social macro once you've invoked it, so you can't use any OTHER social hotkeys until the long one is finished. You CAN still use the autoattack key, hotkeys that directly invoke skills such as Bash or Kick, cast spells, etc. You just can't use more than one SOCIAL hotkey at a time. Socials means those things where you write up to five lines of commands. The other tricky thing to know about /pause is that you can include it on the same line as another command, so you can still get five lines of real stuff plus any pauses. However, the tricky bit is that you should put the /pause command FIRST on the line (and put a comma between it and the other command), even though the actual pause will happen AFTER the other command on the line. Two examples from my cleric bot: Nuke: /pause 3,/assist /cast 4 /pause 40,/gsay Nuking %T /sit /assist The above assists to get the tank's target, pauses 0.3 sec to ensure my target has finished changing, then casts a nuke. Then it tells the party what it's doing, pauses 4.0 sec to let the cast finish, then sits down, and the final /assist retargets the tank (or sometimes the cleric, if the nuke got aggro :-). If I decide I need to stop the cast and heal, I can hit the key that I have bound to the "stop casting" action -- but NOT a hotkey bound to a social that does /stopcast, since that's another social. Likewise, I can't use my /assist hotkey to get back to the tank to cast a quick heal, but I can use my F# keys to switch targets and alt-# or click on a gem to cast the healing spell. CHeal: /pause 2,/cast 5 /tt Complete Heal on >> %T << in 10 seconds... /pause 1,/cast 5 /pause 85,/cast 5 /sit This starts to cast Complete Heal, pauses 0.2 sec, and tells the target to expect the CH. Then it tries casting it again in case the first try fizzled, pauses 0.1 sec, and tries a third time. (Yes, I've been known to fizzle twice in a row!) After the third cast, it pauses 8.5 sec before sitting. The cast, of course, take 10 seconds, but apparently the /cast 5 command itself takes about 1.5 seconds so only another 8.5 is needed for the spell to finish landing. You'll need to experiment to tune the pauses if you want to minimize "lost" time. -- Don. --------------------------------------------------------------------- -- See the a.g.e/EQ1 FAQ at http://www.iCynic.com/~don/EQ/age.faq.htm -- -- Sukrasisx, Monk 81 on E. Marr Note: If you reply by mail, -- Terrwini, Druid 63 on E. Marr I'll get to it sooner if you -- Teviron, Knight 59 on E. Marr remove the "hyphen n s" -- Wizbeau, Wizard 36 on E. Marr |
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