For those of you using the following type of vehicle mount system like I was:
Code:
/script if (not IsMounted()) then if (((GetZoneText()=="Dalaran") and (GetSubZoneText() ~="Krasus' Landing")) or (GetZoneText()=="Wintergrasp") or not IsFlyableArea()) then CallCompanion("MOUNT",6) else CallCompanion("MOUNT",12) end else Dismount() end
you are probably just as frustrated as me that every time you get a new mount you need to edit it.
So, I found a new way, perhaps it will help you.
Put your flying mount in a button, do not bind a key to it (well its not needed but it doesn't hurt if you do). Note that I'm talking a non-home row button, any button will do
Put your ground mount in another button, again binding a key is not required
Run the following command when you are hovered over each button and write down the name of each button.
Code:
/script DEFAULT_CHAT_FRAME:AddMessage( GetMouseFocus():GetName() );
Now /macro, make a new macro called Mount, pick any icon, and put in it:
Code:
/click [flyable,nomounted] ButtonX
/click [nomounted] ButtonY
/dismount [mounted]
/script VehicleExit();
ButtonX should be replaced with what the button name is for your flying mount.
ButtonY should be replaced with what the button name is for your ground mount.
Place this macro in a button, this time for sure bind a key to it.
Now everytime you get a new pet you don't need to worry about your mount macro being broken. Whenever you want to use a diff flying mount just drop that mount in the flying mount button.
If you are using bar mods like Bartender4 or Macaroon, you can put all 3 on a hidden bar if you want for visual purity.
I hope this helps someone.
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