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Updated:04-30-24 09:40 PM
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Categories:Action Bar Mods, Combat Mods, Data Broker
10.2.6

GSE:Advanced Macro Compiler  Updated this week!  Popular! (More than 5000 hits)

Version: 3.1.68
by: TimothyLuke [More]

GSE allows you create a sequence of macros to be executed at the push of a button. Like a /castsequence macro, it cycles through a series of commands when the button is pushed. However, unlike castsequence, it uses macro text for the commands instead of spells, and it advances every time the button is pushed instead of stopping when it can't cast something. This means if a spell is on cooldown and you push the button it will continue to the next item in the list with each press until it reaches the end and starts over. It comes with an editor and everything you need to get started.

GSE2 is a complete rewrite of GSE. The video below has a summary of the UI changes.

https://www.youtube.com/watch?v=ox9d0vjdACE


For more information on the changes in GSE2 see GSE2 Screenshots

Features

  • Sequential, Priority and Internal loop Macro Templates
  • In-game Editor
  • Import Macros fro the www.wowlazymacros.com website
  • Syntax Highlighting
  • Share Macro In-game
  • Macro Debugger
  • Macro Recorder
  • Translate Macros (Optional Dependency)
  • Starter Sample Macros Included (Build upon example macros)
  • Enable/Disable various options/annoyance fixes (use trinkets, error sounds, require target, etc.)
  • And more...

GSE: Advanced Macro Compiler
3.1.68 (2024-05-01)
Full Changelog Previous Releases
  • #1419 Build Error
  • #1419 revert TWW test code.
  • #1419 Global templates not always showing in viewer.
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Post A Reply Comment Options
Unread 08-24-16, 10:00 PM  
TimothyLuke
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A couple of notes:
"/castsequence Lunar Strike, Solar Wrath, ", <-- this is a known bug

RE Saving (I presume the gs-core.lua in \SavedVariables is a temp stop gap until bugs are worked out)

This is where the file will end up. This is determined by Blizzard. What was fixed in in Alpha3 and Beta1 is that it only saves your revisions and not the ones loaded in from Mods. You can choose to save all macros but by default it only saves your macros.

I do have some work on detecting if a change has been made. This is a carry over from where I had to sacrifice the save button for space. When it only edited the one macro this was easy now I need to do some work.


Originally Posted by RLD
gs beta 1.3

May I make a suggestion. Separate save and close buttons. Close should not mean save imo. If I chose to look at the seq in the editor and make no changes it should not do a save, update vers, or create a LiveTest seq that needs to be deleted or removed later on close . On the other hand if I make an edit there should be a save.

I presume the gs-core.lua in \SavedVariables is a temp stop gap until bugs are worked out; at which point versioning will be saved to gs-core-vers.lua with only the updated versions and not all the seq mods added in.

Also opening the editor; making an edit or not, the seq viewer/editor shows an added coma on /castseq lines as does the editor ....
This appears to be just a visual issue as the seq still appears to work. But, it may be confusing/misleading to some users.

orig:
"/castsequence Lunar Strike, Solar Wrath",

seq veiwer on seq load:
"/castsequence Lunar Strike, Solar Wrath, ",

within the editor:
/castsequence Lunar Strike, Solar Wrath,
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Unread 08-24-16, 09:12 PM  
RLD
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gs beta 1.3

May I make a suggestion. Separate save and close buttons. Close should not mean save imo. If I chose to look at the seq in the editor and make no changes it should not do a save, update vers, or create a LiveTest seq that needs to be deleted or removed later on close . On the other hand if I make an edit there should be a save.

I presume the gs-core.lua in \SavedVariables is a temp stop gap until bugs are worked out; at which point versioning will be saved to gs-core-vers.lua with only the updated versions and not all the seq mods added in.

Also opening the editor; making an edit or not, the seq viewer/editor shows an added coma on /castseq lines as does the editor ....
This appears to be just a visual issue as the seq still appears to work. But, it may be confusing/misleading to some users.

orig:
"/castsequence Lunar Strike, Solar Wrath",

seq veiwer on seq load:
"/castsequence Lunar Strike, Solar Wrath, ",

within the editor:
/castsequence Lunar Strike, Solar Wrath,
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Unread 08-24-16, 05:07 PM  
TimothyLuke
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Re: Modifier Key

Originally Posted by Argentus
Hello,

Before anything, do excuse me if the question has been answered before in this thread; I honestly didn't have the time (yet) to read it all.

Thinking what Locks used to do in WoW 6.x (i.e. save embers to fire a spread of Chaos Bolts at one given moment), I'd like to replicate it in GSE and spend my Soul Shards at my will and in a spread and not one by one.

Can I use this?

/cast [mod,combat] Chaos Bolt

Thanks in advance
Yes. same as [mod:alt] etc they all work. The only thing that behaves interestingly is reset=number
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Unread 08-24-16, 12:52 PM  
Argentus
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Modifier Key

Hello,

Before anything, do excuse me if the question has been answered before in this thread; I honestly didn't have the time (yet) to read it all.

Thinking what Locks used to do in WoW 6.x (i.e. save embers to fire a spread of Chaos Bolts at one given moment), I'd like to replicate it in GSE and spend my Soul Shards at my will and in a spread and not one by one.

Can I use this?

/cast [mod,combat] Chaos Bolt

Thanks in advance
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Unread 08-21-16, 05:54 PM  
TimothyLuke
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Re: GS-E not reading myMacros

Originally Posted by Debose
Have no clue why, but the myMacro folder is not being read/checked for macros.

Removed , reinstalled GS-E. Had removed myMacros also. Replaced myMacros. Restarted game.

No Luck.

Grabbed the macros out of myMacros and added to GS-DraikMacros in proper class.lua.
Worked.

So as a work-around I will do it but, hope it will either repair itself if it's something unique to my install or ...

Thanks for awesome program/mod, carpal tunnel makes me a bit on the slow side. but with "one button macros", I can still play.
There has to be a reason for this.

Could you please check the following:
- C:\path\to\World of Warcraft\Interface\Addons\GS-myMacros exists
- That before you select a character that GS-myMacros is selected in the addon list
- If you go to the ingame options of GS-E is GS-myMacros listed in the addon list

And let me know how you go?
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Unread 08-21-16, 05:19 PM  
Debose
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GS-E not reading myMacros

Have no clue why, but the myMacro folder is not being read/checked for macros.

Removed , reinstalled GS-E. Had removed myMacros also. Replaced myMacros. Restarted game.

No Luck.

Grabbed the macros out of myMacros and added to GS-DraikMacros in proper class.lua.
Worked.

So as a work-around I will do it but, hope it will either repair itself if it's something unique to my install or ...

Thanks for awesome program/mod, carpal tunnel makes me a bit on the slow side. but with "one button macros", I can still play.
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Unread 08-20-16, 06:02 AM  
Starsilver
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Re: /target enemy

Also check the options of GSE to ensure you do not have the checkbox "Require target to Use" checked. With that option checked it requires you to manually target something, and overrides the /targetenemy lines in the macro's.


Originally Posted by Comicus
I am completely into GS-E but I seem to be having a problem targeting enemy NPC's. When I was using GS it would cycle through the closest enemy target and keep cycling to next closest. I have noticed that I am not getting any enemy targets when I start my targeting run.
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Unread 08-20-16, 02:41 AM  
Comicus
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Re: Re: /target enemy

Originally Posted by quicksylver
Originally Posted by Comicus
I am completely into GS-E but I seem to be having a problem targeting enemy NPC's. When I was using GS it would cycle through the closest enemy target and keep cycling to next closest. I have noticed that I am not getting any enemy targets when I start my targeting run.
Comicus, there's probably an issue in the sequence you're using... Can you post that sequence here using the CODE tags before and after your sequence information?
Code:
Sequences['HU_BMST_1'] = {
specID = 253,
author = "Jimmy Boy Albrecht",
helpTxt = "Single Target - Talent: 3111323",
StepFunction = GSStaticPriority,
PreMacro = [[
/targetenemy [noharm][dead]
/startattack
/petattack [@target,harm]
/petautocastoff [group] Growl
/petautocaston [nogroup] Growl
/cast [target=focus, exists, nodead],[target=pet, exists, nodead] Misdirection
]],
'/cast [nochanneling] Cobra Shot',
'/cast [nochanneling] !Kill Command',
'/cast [nochanneling] Bestial Wrath',
'/cast [nochanneling] !Dire Beast',
'/cast [nochanneling] Barrage',
PostMacro = [[
/startattack
/petattack
/cast Aspect of the Wild
/use [combat]13
/use [combat]14
]],
}
I noticed it when trying to play my hunter.
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Unread 08-19-16, 05:23 PM  
quicksylver
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Re: /target enemy

Originally Posted by Comicus
I am completely into GS-E but I seem to be having a problem targeting enemy NPC's. When I was using GS it would cycle through the closest enemy target and keep cycling to next closest. I have noticed that I am not getting any enemy targets when I start my targeting run.
Comicus, there's probably an issue in the sequence you're using... Can you post that sequence here using the CODE tags before and after your sequence information?
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Unread 08-19-16, 02:18 PM  
Comicus
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/target enemy

I am completely into GS-E but I seem to be having a problem targeting enemy NPC's. When I was using GS it would cycle through the closest enemy target and keep cycling to next closest. I have noticed that I am not getting any enemy targets when I start my targeting run.
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Unread 08-17-16, 06:58 PM  
quicksylver
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Re: Re: Re: Error Speech error, and RSA/GSE major Lag/hanging (fixed in rsa alpha today)

Originally Posted by Starsilver

Code:
Sequences['VengeanceDark'] = {
specID = 581,
author = "Ğarkramz, edited by StarSilver",
helpTxt = "Talents: 2, 1/2/3",
StepFunction = GSStaticPriority,
PreMacro = [[
/console Sound_EnableErrorSpeech 0
/targetenemy [noharm][dead]
]],
'/castsequence [nochanneling] Soul Cleave, Shear',
'/cast [nochanneling,@target,exists,nodead,harm] Immolation Aura',
'/cast [nochanneling,talent:2/3] Fiery Brand',
'/cast [nochanneling] Shear',
PostMacro = [[
/startattack
/cast [nochanneling,@target,exists,nodead,harm] Immolation Aura
/cast [nochanneling,talent:2/3] Fiery Brand
/console Sound_EnableErrorSpeech 1
]],
}
Using the macro above with no target and none in range, I get the in game sound error "There is no Target, I Need a Target"

Using the above when there is a target but it is not in range I get the sound error in game saying "The target is Out of Range"
After some investigation, it appears that the PostMacro isn't being silenced by the "Prevent Sound Errors". If you have /startattack or /cast offensive attack, it will still give the Error Speech. Needs looked into, corrected in the code somewhere...

Timothy,

Looks like the "/console Sound_ErrorSpeech 1" is not after the /cast or /startattack of the PostMacro...

Code:
[20:53:36] Dump: value=_G['ProtST']:GetAttribute('PostMacro')
[20:53:36] [1]="\
/use [combat] 14\
/use [combat] 13\
/use [combat] 12\
/use [combat] 11\
/run UIErrorsFrame:Clear()\
/script UIErrorsFrame:Hide();\
/console Sound_EnableErrorSpeech 1\
/cast Shield of the Righteous\
/cast Ave"...+16
Fixed... See code below, Core.lua, line 46. This loads the other PostMacro information before the final "/console Sound_EnableErrorSpeech 1"

Code:
    postmacro = postmacro .. "/console Sound_EnableErrorSpeech 1\n"
Code:
[22:30:24] Dump: value=_G['ProtST']:GetAttribute('PostMacro')
[22:30:24] [1]="/use [combat] 14\
/use [combat] 13\
/use [combat] 12\
/use [combat] 11\
/run UIErrorsFrame:Clear()\
/script UIErrorsFrame:Hide();\
/cast Shield of the Righteous\
/cast Avenger’s Shield\
/console Sound_Enabl"...+16
Last edited by quicksylver : 08-17-16 at 11:30 PM.
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Unread 08-16-16, 08:37 PM  
Starsilver
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Re: Re: Error Speech error, and RSA/GSE major Lag/hanging (fixed in rsa alpha today)

Great info on the computer breakpoint, unfortunately in this case I have been using old GS and new GSE macros both with 50 ms delay with no issues till this issue, and with the mods in question enabled even 1 press ( to execute 1 line) of the macro created lag, 3-4 keystrokes was enough to freeze wow (not using a key repeater aka g15 key toggle). In any case the alpha update to RIA fixed the issue here.


For the Error Speech Issue:

I posted the debug info to also point out the "expectation" that it is showing whats changing when you toggle different preferences as they relate to the macro. In this case its showing ONLY whats being added to the postmacro being to turn speech errors back on, but not showing us what is being done in the premacro. I did look at the Core.lua and startup.lua and saw where it appears it is doing both.

I tried un checking it in GSE options, and manually changed the macro to have exactly the lines you mention below, in exactly the same place in the macro, and I still have error speech.

Sequences['VengeanceDark'] = {
specID = 581,
author = "Ğarkramz, edited by StarSilver",
helpTxt = "Talents: 2, 1/2/3",
StepFunction = GSStaticPriority,
PreMacro = [[
/console Sound_EnableErrorSpeech 0
/targetenemy [noharm][dead]
]],
'/castsequence [nochanneling] Soul Cleave, Shear',
'/cast [nochanneling,@target,exists,nodead,harm] Immolation Aura',
'/cast [nochanneling,talent:2/3] Fiery Brand',
'/cast [nochanneling] Shear',
PostMacro = [[
/startattack
/cast [nochanneling,@target,exists,nodead,harm] Immolation Aura
/cast [nochanneling,talent:2/3] Fiery Brand
/console Sound_EnableErrorSpeech 1
]],
}

Using the macro above with no target and none in range, I get the in game sound error "There is no Target, I Need a Target"

Using the above when there is a target but it is not in range I get the sound error in game saying "The target is Out of Range"

I tried removing the sound lines from the macro, and using the checkbox in GSE options to turn them off which should do the same thing as manually having those lines in the macro, and still have error speech.

If I manually use the console commands to /console Sound_EnableErrorSpeech 0 (that works in game to turn it off) then use /console Sound_EnableErrorSpeech 1 (that works to turn it back On) it is just not working in the macro

What works for me is NOT having the lines in the macro, NOT checking the option in GSE, AND either typing /console Sound_EnableErrorSpeech 0 via console in game, or manually unchecking the error speech off manually under wows system/sound options.

Also just having /console Sound_EnableErrorSpeech 0 in a macro without having /console Sound_EnableErrorSpeech 1 at the end works to simply disable it altogether. But that is not the goal in a macro like this

Having tested this for hours, I am seeing the following occur when both lines are in a macro: before macro key is pressed, error sound is in whatever state it happens to be (on/off) then when macro key is pressed 1 time, it runs both lines, effectively turning it off, then right back on, THEN executing the macro commands in the middle which send speech errors, which...boggles me. I even tried without the static priority line, same results.

I know blizzard has had patches that broke the functionality of our ability to temporarily disable sound in macro's before, and we have had to use different commands to work around it (or disabling it in game) So I just wanted to report what I experience in the hope of a viable solution other than disabling it entirely in game as some people want that error speech some of the time, just not while spamming a rotation macro


In any case, please try the macro yourself in the event I am just insane here


Thank you, and have a great day
Last edited by Starsilver : 08-17-16 at 05:17 AM.
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Unread 08-16-16, 03:59 PM  
TimothyLuke
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Re: Error Speech error, and RSA/GSE major Lag/hanging (fixed in rsa alpha today)

I'm putting this at the top as there is a lot of good info in here.

I'll start with teh RAS one. What you have hit may not be a fault with RSA but a computer breakpoint. Its better described here https://wowlazymacros.com/forums/topic/lag/#post-30465 by John Mets but each computer has a breakpoint where if you spam the key too fast an there are a lot of spell effects happening you will create lag. The easy fix is to increase your millisecond delay. I run at 0.4 seconds (400 millis).

THe second one is there may be a misconception of what this option does. THere is an ingame setting in the normal WOW options to enable and disable Error Speech. This isnt a toggle for that setting. What this does is add a line to both the PostMacro as you have listed but also a line to the PreMacro.

PreMacro=[[
/console Sound_EnableErrorSpeech 0
]]
sequence stuff here
PostMacro=[[
/console Sound_EnableErrorSpeech 1
]]

What it is doing is turning it off, performing the action and then turning it on. It does the same thing with UI Errors.

If you never want Speech Errors, turnn this off and turn the CVar off via /console Sound_EnableErrorSpeech 0 or the ingame WOW Options.

THere is another way to check this:

Lua Code:
  1. /dump _G['SequenceName']:GetAttribute('PreMacro')
  2. /dump _G['SequenceName']:GetAttribute('PostMacro')

Originally Posted by Starsilver
Hello, I have two items to report affecting the past 2 versions of GSE (1.2.2 and 1.2.3)

Firstly the general option in GSE to disable error speech seems to be toggling it ON. I enabled debugging mode to see the output when the box is checked I get this:

GS-Core: <DEBUG> GSUpdateSequence PostMacro updated to:
/use [combat] 14
/use [combat] 13
/run UIErrorsFrame:Clear()
/script UIErrorsFrame:Hide();
/console Sound_EnableErrorSpeech 1
/startattack
/use [combat]13
/use [combat]14


Shouldn't the 1 be a 0 here to turn OFF error speech in /console Sound_EnableErrorSpeech 1

In the old boilerplate we put this in the premacro where the 0 at the end of the line would be to disable error speech, then in the post macro there would be the line ending in 1 to turn it back on afterwards.

Unchecking the box simply removes the entire line: /console Sound_EnableErrorSpeech 1
instead of swapping the 1 for a 0 (or vice versa).

If I have the box checked, or unchecked I still get out of range speech errors (when things are out of range)



Secondly ***Fixed*** via updating RSA to alpha version a as I was composing this but posting here as an fyi for any with same issue: if you are a Demon Hunter and have RSA (Raeli's Spell Announcer) with it's Demon hunter addon enabled and try to use a macro the game will hang for a second (even on just one keypress) then lock up, freeze, and eventually stop responding if you spam the macro like I do via a g15 keyboard toggle on/off at 50 ms. If you stop the spam soon after the first few quick key presses it will shortly become responsive again. If you keep spamming it basically kills wow. My workaround was to simply disable it. Both worked fine on my DH until yesterday, RSA was updated 4 days ago via curse client, so that is be the culprit.

I do not expect you to fix other peoples addons, I just wanted people that come here (and you) to know in the event they had the same issue, so they do not need to toggle 220 addons one by one to find out the culprit like I did Oddly it works fine on my other characters alongside GSE My fix was to simply disable the Demon hunter module in RSA for now.



Thank you again, and keep up the great work!
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BattleNet: TimothyLuke#1860
WowLazyMacros/Curse/GitHub/WowInterface: TimothyLuke

Most Commonly Played Characters:
Huldrych@Dath'Remar
Draik@Nagrand
Last edited by TimothyLuke : 08-16-16 at 04:04 PM.
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Unread 08-16-16, 10:25 AM  
Starsilver
A Kobold Labourer

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File comments: 7
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Error Speech error, and RSA/GSE major Lag/hanging (fixed in rsa alpha today)

Hello, I have two items to report affecting the past 2 versions of GSE (1.2.2 and 1.2.3)

Firstly the general option in GSE to disable error speech seems to be toggling it ON. I enabled debugging mode to see the output when the box is checked I get this:

GS-Core: <DEBUG> GSUpdateSequence PostMacro updated to:
/use [combat] 14
/use [combat] 13
/run UIErrorsFrame:Clear()
/script UIErrorsFrame:Hide();
/console Sound_EnableErrorSpeech 1
/startattack
/use [combat]13
/use [combat]14


Shouldn't the 1 be a 0 here to turn OFF error speech in /console Sound_EnableErrorSpeech 1

In the old boilerplate we put this in the premacro where the 0 at the end of the line would be to disable error speech, then in the post macro there would be the line ending in 1 to turn it back on afterwards.

Unchecking the box simply removes the entire line: /console Sound_EnableErrorSpeech 1
instead of swapping the 1 for a 0 (or vice versa).

If I have the box checked, or unchecked I still get out of range speech errors (when things are out of range)



Secondly ***Fixed*** via updating RSA to alpha version a as I was composing this but posting here as an fyi for any with same issue: if you are a Demon Hunter and have RSA (Raeli's Spell Announcer) with it's Demon hunter addon enabled and try to use a macro the game will hang for a second (even on just one keypress) then lock up, freeze, and eventually stop responding if you spam the macro like I do via a g15 keyboard toggle on/off at 50 ms. If you stop the spam soon after the first few quick key presses it will shortly become responsive again. If you keep spamming it basically kills wow. My workaround was to simply disable it. Both worked fine on my DH until yesterday, RSA was updated 4 days ago via curse client, so that is be the culprit.

I do not expect you to fix other peoples addons, I just wanted people that come here (and you) to know in the event they had the same issue, so they do not need to toggle 220 addons one by one to find out the culprit like I did Oddly it works fine on my other characters alongside GSE My fix was to simply disable the Demon hunter module in RSA for now.



Thank you again, and keep up the great work!
Last edited by Starsilver : 08-16-16 at 11:07 AM.
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Unread 08-15-16, 03:40 PM  
TimothyLuke
A Fallenroot Satyr
 
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Uploads: 5
Re: gsse broken

Originally Posted by RLD
all my personal macros edited fine with previous version 1.15a. now getting this error when trying to edit:

Message: ...terface\AddOns\GS-SequenceEditor\translator-core.lua:165: attempt to get length of global 'GSTRUnfoundSpells' (a nil value)
Time: Mon Aug 15 15:22:59 2016
Count: 4
Stack: ...terface\AddOns\GS-SequenceEditor\translator-core.lua:165: in function `GSTRTranslateSpell'
...terface\AddOns\GS-SequenceEditor\translator-core.lua:77: in function `GSTranslateString'
...terface\AddOns\GS-SequenceEditor\translator-core.lua:37: in function `GSTranslateSequenceFromTo'
Interface\AddOns\GS-SequenceEditor\editor-core.lua:242: in function `loadSequence'
Interface\AddOns\GS-SequenceEditor\editor-core.lua:269: in function `updateSequence'
Interface\AddOns\GS-SequenceEditor\editor-core.lua:52: in function <Interface\AddOns\GS-SequenceEditor\editor-core.lua:52>
(tail call): ?
[C]: ?
[string "safecall Dispatcher[4]"]:9: in function <[string "safecall Dispatcher[4]"]:5>
(tail call): ?
Interface\AddOns\Ace3\AceGUI-3.0\AceGUI-3.0.lua:314: in function `Fire'
...dOns\Ace3\AceGUI-3.0\widgets\AceGUIWidget-Button.lua:22: in function <...dOns\Ace3\AceGUI-3.0\widgets\AceGUIWidget-Button.lua:19>

Locals: <none>

p.s. even some of draik are causing this.
Hi RLD,

I found this problem. Thank you for the report. Fixing it now. There will be a 1.2.2 very shortly.
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BattleNet: TimothyLuke#1860
WowLazyMacros/Curse/GitHub/WowInterface: TimothyLuke

Most Commonly Played Characters:
Huldrych@Dath'Remar
Draik@Nagrand
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