![]() I'd bet money the first thing you'd learn is the futility/limitations of a general purpose recording tool, and that's if you are lucky. In this case you'd at least be learning, but only if you are writing it yourself. In those cases, those people though they found a shortcut but they really just found an insidious way of avoiding learning. Often its something trivial to accomplish without the tool. We regularly see people posting here how to make Pulover's Macro Creator do something. That said, you'd do well to consider how much time you want to spend tilting at windmills, and by extension how much time you're going to spend asking others how to tilt at those windmills. Its not insurmountable (I wont speak for the controller portion, I don't use one) GUIS are another fun way to take something that takes 30 seconds and turn it into a project of its own, and that's ignoring anything fancy like drag and drop or reordering etc. You'd inevitably want guis to name sequences, change hotkeys, show hotkeys etc. Again you can do something like load a config based on the active window, but you're talking about writing piles of code. You'd also end up with a different script for any game or some way of managing different configurations. A reusable config driven method which requires paring a file? with what you are asking, it would take much longer than a few minutes, and you are talking about writing code to create that file as well. ![]() If you just want to throw a fireball in one game or autorun in another? Doing those as oneoffs takes a couple minutes. Why not skip the longest/most tedious/most error prone step?Ĭan you make a script that configures hotkeys at runtime? sure. The further you go, you move away from recording what you want to describing what you want. Maybe you want a static delay, then decide you want to slight increase that static delay. You'd need to add the ability to insert a delay for when a button was held down, then you'd want to chain one sequence to another etc. Ignoring the controller wrinkle for a moment, consider that you'd eventually end up editing the file anyway, once you wanted not add a key to a sequence without rerecording it, or to tweak timings etc If its to save time, I can almost guarantee it wont. Thank you!!Ĭarefully consider the purpose of such a script. Otherwise, I would appreciate any tips on how to get started making a script like this. If you know any script similar to what I described, I would love to hear about it. afterwards, wait for the next script name input play the inputs back in exact sequence (key presses, press duration, time delay between presses) scan for the input scripts by inputting the filename ![]() stop recording and export the sequence as a individual file to be read by the second function. record any complex Joystick inputs in sequence (as in the exact key presses, press duration, and time delay between each press) I want to use it to make complex macro sequences for my Nintendo Switch, which has homebrew to allow for HID Joystick inputs from my PC. My goal is to make a 2-function Joystick-input record and playback script. I was wondering if a script like what I'm about to describe exists. TL DR: It's not worth the time and effort you'll need to put in for what you're wanting it to do - it'd be like building a sports car from scratch just to pop to the shop around the corner.Hello! I'm a new user and have been digging through the subreddit and fourms for a specific script. None of this is easy - the xInput wrapper itself is over 400 lines of (incredibly complicated) code and that's basically just to get the input from the controller! It's easy to write macros for KB&M because you're just swapping out the command directly, doing it for a controller requires you to intercept the command from the controller via xInput (this is the easiest part, and it still requires a lot of code), then translate that command into xInput and try to send it back to the system and hope it understands it. That's because Windows deals with a mouse and keyboard natively - they don't require any special drivers or anything else installed to work as a normal keyboard and mouse.Ĭontrollers, on the other hand, will require a bridge between itself and Windows to be able to function properly - in the case of xBox controller, this is known as xInput.
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