Jump to content
Macro Express Forums

Damaskox

Members
  • Content count

    13
  • Joined

  • Last visited

Community Reputation

0 Neutral

About Damaskox

  • Rank
    Newbie

Recent Profile Visitors

143 profile views
  1. Damaskox

    Rename Folder Error

    Greetings! I have two different folders for the same game. The other folder contains the original game, and the other folder contains the modded version of the same game. Every time I want to play either the vanilla or the modded game, I need to rename the folders for Steam to recognize the version of the game I want to play at the moment. For a while I changed the names of the folders manually, but I got fed up with it and created a macro to do the boring and slow work for me instead. I have a prompt of two options, between playing the modded or the original version. When I try to use the Rename Folder -command in my macro, it creates an error. The folder won't be renamed. I see no reasons for this error. I have checked many times, that the macro should work as intended. I have checked the folder names. I have closed Macro Express Pro and reopened it with admin rights. Nothing I have tried has worked out so far. Here are two screenshots about the case. Any ideas? Thanks in advance!
  2. If you can't see anything covering it up, it must mean I don't have it. Then it's missing and I need it. This is how it would go in my thought: 1. In the beginning, a variable called Act I is true and Acts II-V are false. 1.5. In the beginning, Act I is showing five items in my Multiple Choice Menu it should show, since the first Act is active and the rest are inactive 2. I can manipulate these five items/elements within my Multiple Choice Menu, which open their own behaviours when I use/choose them 3. During the process, something happens, and a new/another variable, called Act II, becomes true, or active, as well 3.5 Because Act II becomes active, it adds five more elements to choose from at the same Multiple Choice Menu we had in the beginning So now I have Act I and Act II active/true, while the Acts III-V are false, or inactive 4. As soon as the second Act becomes active, five more options appear in my Multiple Choice Menu I started with, thus making ten items available for choosing 5. Continue the steps for Acts III and IV, until, in the end, all five are active, giving me seventeen options to choose from, in the same Multiple Choice Menu Feel free to let me know, how this is achieved. I haven't done this before - this is why I am asking for help ^^ And I am sorry, if I have been unclear so far =(
  3. I am happy that you are asking! ^^ I have four variables, which creates five text variables. If only Act I is active, only five text choices are visible in the Multiple Choice Menu. If both Act I and II are active, ten text choices are active in the same Menu, and so on. Act V has no text variables at all. I am supposed to code each text variable in the Multiple Choice Menu within the act variables, so something happens when you choose whatever text variable is listed in the Menu. I wanted to set those Act -variables true or false. I have no knowledge of any Boolean stuff. I don't know anything about those lines and packages. I hope my explanation in this reply clarifies something? Please, ask more if you need to know about more stuff ^^
  4. Hi! Thanks for your reply. I must admit however, I can't understand much about this hint. Could you show me some step-by-step advice on the matter? Some pictures about my current...well, situation. Not that it may work, I don't know...
  5. Greetings! Sorry, if a topic like this already exists. After a real quick search I didn't find anything. I am generating four variables. First three I give five different words. The last one I give two. I create a Multiple Choice Menu. I set these four variables in this Menu. I want to deactivate the last three variables. Thus, I want only five items to be shown in my Multiple Choice Menu, trough only the first variable. As something happens later and I activate another variable, more choices would appear on my Menu. 1. Can this be achieved in any way? 2. Can I setup later "If you choose this option, something happens" for every word I have set up in each variable? (all 17 words appear on my Menu, when all four variables are abled. This is a promising attention) Thanks in advance! ^^
  6. Damaskox

    Text Type Menu Key

    Thanks! I didn't know about this Shift+F10...or the existence of any Shift+F(unction) -command. Thanks for the info!
  7. Damaskox

    Text Type Menu Key

    Greetings! (I took a quick peek in the Search but didn't found any topic to my same problem.) I need to add the Menu Key (https://en.wikipedia.org/wiki/Menu_key) in the text Type Window. I checked out The software's Help and Google but didn't find anything. Does anyone know, can it even be added?
  8. Damaskox

    If Mouse Button Pressed, X happens?

    Oh. Okay =( Too bad.
  9. Greetings! After a minute or two spent on the Search area, I got no lucky. Is there a way to make the macro react on a manually pressed mouse button (the macro doesn't click the mouse) after a macro has started? Example: 1. Start a Macro 2. Click (anywhere) during the macro is running 3. The macro produces text
  10. Hmm. I didn't come to think about that first point. It can be true. And okay then, good to know. Thanks for the reply =)
  11. I had no idea, how to look about this through Search *blush* --- After experimenting and finding myself from a dead end, I decided to ask from here. 1. Is it possible to run macros in a video game? (typing a shortkey in a video game doesn't launch a macro and I don't know why, no matter do I specify my macro to Global or Window/Program Specific) 2. Is there a way to create one long macro and activate only a part of the macro just by typing a text command in a video game with my keyboard WITHOUT creating tens of short macros with the Shortkey-ability? In other words, is it possible to activate a part of a macro by "putting the shortkey feature what the macros use, inside the macro"? --- Example: If wait for text "greet" Text type "Greetings to everyone!" If wait for text "win" Text type "A victorious battle for us!" Wait and recognize for either text command typed If neighter text typed Goto start and keep looping --- If it's possible, then I should tell the macro 1. not to end itself (loop) until I close the specific video game and 2. to do something ONLY if I type in the text which activates other text typed in, kinda both skipping all the other If-commands if I don't type the text which activates it and still waiting for the possibility that I type in another command so it can go to a specific part of the Macro and execute it. I hope I made ay sense at all.
  12. Damaskox

    Creating a Question Window with a Text Field

    I found it, checked it out, and I am very happy now. Thanks a lot!
  13. Greetings! I have been looking around the software's tutorials, it's help documents and this forum, but I didn't find a solution. --- I found both "If Message" and "Multiple Choice Menu", but they didn't fit in my needs, because they have only buttons as answers. I also studied a bit the "Wait for Text"-command, but I believe it needs a specific text answer instead of any answer written in? Plus it doesn't create a text field... What I need is a popup-window with a question, which has a text field on where I can input my answer in. If there is a way/are ways, how do I do this? Thanks in advance.
×