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Messages - gravkaw

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Macro Magnata / Re: Fight Night Round 4 macros
« on: 05:55 PM - 07/15/09 »
Nope, actually I haven't touched my Xbox360 in a week now. Too busy with other things :p

Macro Magnata / Re: Fight Night Round 4 macros
« on: 08:27 AM - 07/13/09 »
I use a PS3 arcade stick on the 360 with an adapter. And it seems that I had forgotten to remove some of the references for the PS3 buttons  :-[

Macro Magnata / Re: Fight Night Round 4 macros
« on: 04:04 AM - 07/06/09 »
There is no sure-fire way to get an instant KO, but it would be wiser to use the type of punch your fighter is good at (Hook or uppercut etc.) to cause the most damage.

Macro Magnata / Re: Fight Night Round 4 macros
« on: 02:22 AM - 07/05/09 »
Try increasing the Input Interval (and lowering the rate).

Macro Magnata / Re: Fight Night Round 4 macro's
« on: 04:07 AM - 07/02/09 »
To be honest I haven't gone online yet as the Legacy mode has been keeping me busy. I'm also playing on my arcade stick (have to make some use of my Madcatz SF4 TE stick :P) instead of a gamepad and it's not bad, I just have to get used to it.

Nonetheless, you can still use the macros to create combos if you like using the Total Punch Control on the rightstick. And those combos are definitely advantageous as you can choose which kinds of punches you throw out and have them execute perfectly, instead of half-assed combos that won't come out the way you want them to.

Macro Magnata / Fight Night Round 4 macros
« on: 07:43 AM - 07/01/09 »
For those that hate using the rightstick for punching(Total Punch Control) can now use the macros I made and set them to buttons(triggers) for easier execution of the punches.

I've included all of the different types of punching and blocking. 12 normal punches (6 to the body, 6 to the head) and 8 Haymakers (4 to the body, 4 to the head). You can also make some easy combos by using the Nestedmacro function in Magnata, but be sure to add sleep steps between each Nestedmacro (between 100-500ms).

The macros will only work with the default controller layout(in-game).

I've taken the liberty to add prefixes for easier recognition of the type of punches.
(Hay for haymaker, H for head, B for body)__Left or Right punch__Type of punch(Jab,Hook etc.)

*Sidenote; I use 25ms Input interval (Rate:40) because of my PS3 arcade stick, so if the punches aren't coming out try my setting.*

Configurations and Requests / Re: Fallout 3
« on: 02:51 PM - 06/08/09 »
hi nickstudy,  do you still have the config for fallout3 you were working on? can you please post it here and we will use it as a starting point. i just want to have a base config to start on. many thanks.

for everyone else, feel free to post your config if you have one for this game. thanks again.

This is what I used before going back to the controller;


That's because Magnata is supposed to be the only XIM software running. I recall Lamego saying it is due to the XIM360 hardware only accepting one connection at a time, so when your running the default XIM360 software AND Magnata, one of them is going to have issues.

Regarding your first question, the kick should take priority (or halt the macro as it were). Simply because it would be more advantageous should you decide a kick would be more appropriate instead of the hadouken. Furthermore if the kick does not break the combo and you continue to do the punch instead of (for example, blocking) after the kick, you could very well end up being countered.

As for the 'break' you mentioned, it may prove useful in other fighting games to come but it's not that important for SF4 due to the combo damage reduction (in which the longer the combo the less % damage your hits do).

The "Right Click-> Insert Step here" would be pretty nice, or perhaps "click and drag" if possible. This would go pretty well in the main menu too (lots of triggers there :P)

The grouping of steps seems unnecessary to me because if you have to group them yourself them that means more work if not then it may not be fitting in other games. Hell, I'm just grateful that I don't have to type out every step in AutoHotkey any more ;D.

Truthfully, the only issue I have with Magnata is that when I release the hold button for the 'hold type macro' the macro sometimes stalls my character (more noticeable in online play). If possible, could it be tweaked so that essentially when you release the hold button it actually kills the execution of the macro?

In any case, I really dig the new GUI. Keep up the nice work bro!

Great work on the new Magnata! My main issue will probably be solved with that new type of sleep (when I use a combo macro set to hold it would cause my char to stall/freeze when I let go of the hold button to interrupt/stop the combo macro, which leaves me vulnerable to attacks by the opponent).

One small thing that would be nice is a hotkey set to 'Save and Exit' or maybe add a button for this like the old version?

Nice! I'm looking forward to this.

Macro Magnata / Re: Macro Magnata's macro files.
« on: 10:32 AM - 05/03/09 »
Finally done after 5 hours  :-[

I made every special/super/ultra macro for all of the StreetFighter 4 characters. Enjoy.

Code: [Select]
<Important!> You need to set your button layout in SF4 Pause menu to (Controller Type-A) or the macro's will fail to execute.

*For charge characters need to manually charge by holding DB (Down+Back) for atleast 1 second.

all macro's follow this naming:

(Name of move)___(Version(light,medium,heavy,EX))___(On which side you need to be)


XIM 2 Discussions / Re: Logitech G25 Wheel
« on: 01:54 PM - 04/29/09 »
Should be possible, if not then get an app called JoyToKey and use it to change joystick buttons to keyboard keys.

To configure the buttons with xim360, start it up and hit Ctrl+Enter to open the configuration window.

Nice work! :o I'm currently relying on my Nostromo52te for my macro set-ups(limited) due to the fact that 3rd-party macro programs can't be run while having xim360 activated.

I look forward to further development. Keep us updated!

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