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Thieves Guild (2.3)
Orsinium (2.2.4)
Updated:08/28/16 06:25 PM
Created:01/27/16 05:04 PM
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ImmersionToggles  Popular! (More than 5000 hits)
Version: 100016.001
by: Terrillyn [More]
ImmersionToggles Allows you to hide or show UI Elements during events such as combat, sneaking and more. Decide when you want to see certain UI elements!

<list with their corresponding settings menu name in brackets>
Hide/Show UI Elements/Controls conditionally:
  • when inside or outside a City or Dungeon [In city, In zone, In dungeon]
  • upon entering or exiting a Zone or City [Entering a city, Exiting a city, Transiting between zones]
  • when in or out of combat [In combat, Out of combat]
  • when hurt, debuffed or any stat lower then max [HP below full, Debuffed, Any attribute below full]
  • when sneaking, sprinting or mounted [Sneaking, Running, Mounted]
  • while Aiming at a Player, NPC, Hostile or Interactable object [Aiming at player/npc/enemy/interactable]
  • while Interacting (like a dialog or crafting table), in GameMenu(settings, escape menu) or Mouse Visible [Interacting (crafting, dialog), GameMenu visible, Mouse visible]
  • or always with exceptions you add [Always]
UI Controls Manageable:
  • Experience Bar
  • Compass
  • Skill Bar
  • HP/Mag/Stam (Attributes window)
  • Quest Tracker
  • ChatWindow and its Minbar
  • Aiming Reticle
  • [supports addon] Fyrakin's Minimap
  • [supports addon] Ravalox'QuestTracker
  • [supports addon] Wykkyd Toolbar
  • [supports addon] WaypointIt Dist/Arrow
  • [supports addon] AUI's Minimap, Buffs, Attributes and Target windows.
  • [supports addon] AwesomeInfo's window
100016.001
  • API Bump
  • updated terril_lib [v8]

100015.001
  • API Bump
  • Removed ref to NPCMuter

100014.111
  • API Changes (disabled -> enabled; _GenerateGenericElementTable -> _ElementFromTemplate)
  • changes to AUI Attributes internals
  • fixed flickering with AUI Target Attributes when using Tactical mode
  • reduced update cycle time (75 -> 50ms)
  • fixed HarvestMap Pins
  • added SimpleXPBar support; (shifted burden from SXPB to IT)

100014.110 - rewrite pt 2/2
  • Part 2 of Major Rewrite
    • Aiming target, stealth state, attribute changes and buff changes are now updated via their own event
    • reduced overhead for map/city transitions and changes
  • Notes/Issues
    • 'HP/Stam/Mag' element is still disabled pending fixes
    • HarvestMap Pins support is still pending fixes


100014.100 - rewrite pt 1/2
  • Part 1 of Major Rewrite
    • Elements are now handled in a more generic way: making adding future element less of a hassle
    • Element fragments and controls can now be used together as one entry
    • overall performance increase due to fewer update and conditional calls (see notes)
    • Updated support for thirdparty addons, along with fixes
  • Internal Interace changes:
    • All addon APIs have been removed except an updated version of AddElement
    • AddCustom was added to the interface, allowing custom element entry to be added
    • Simple sanity checks for AddElement and AddCustom added.
  • Notes/Issues
    • Due to the buggy nature of the TG updates, my games been pretty unstable and making sure everything works correctly has been a difficult; Any performance improvements that should have been introduced in this update have been difficult to gage because of the said instability.
    • 'HP/Stam/Mag' element has been disabled pending fix (it didnt seem to be working at all before)
    • HarvestMap Pins support is still pending fixes
  • Part 2 (coming soon)
    • Performance Improvements for conditional state changes
    • possible completion of pending fixes


100014.002
  • fixed flickering (unconfirmed) for fyrakin's minimap
  • updated support for AUI

100014.001
  • API Bump

100013.040 - The Sand Update
  • Added
    • Conditions: In Zone, In City, In Dungeon, Always
    • Transitioning (or temporary) Conditions: Entering City, Exiting City, Changing Zones
    • Transitioning time slider (how long transition conditions last)
    • Elements: ChatWindow & ChatWindow Minbar
    • Addon Support: Fyrakin's Minimap, Ravalox'QuestTracker, WaypointIt, Wykkyd Toolbar
    • 'Reset All Settings' button
    • 'ReloadUI' button
  • Fixes
    • Flickering: Reticle, AUI Target Attributes, AUI Minimap
    • 'Remove element' button issue causing it to disable
    • Editbox tooltips
  • Changes
    • 'Remove element' no longer reloads ui
    • [Internal]Control elements will be checked for a related Fragment in which case will be used instead
    • [Internal]New custom 'kits': a custom element entry more flexible than default types, has [init, deinit and update]
    • [Internal]this addons primary namespace(table) is now called 'Immers', old APIs are still under the 'ImmersionToggles' table
    • [Internal]Elements can now be disabled/enabled without removing them from the element table completely
    • [Internal]'Immers.UpdatePlayerStates()' returns how long it took to run (in ms)
  • Notes/Issues
    • Managing the ChatWindow may cause a minimize button to appear or get stuck in the middle of the window [investigating]
    • Status Update time needs to be re-evaluated, currently 75ms may not be fast enough for some, but too taxing for others, [possible solution]: dynamically adjusting buffer based on framerate/frametime
    • Expect another update after Thieves Guild release (same day)


100013.031
  • removed lam workaround
  • updated lam

100013.030
  • menu rewrote, now allows for greater flexibility in conditions
  • status updates and element hiding have been improved
  • NOTE: this version will erase your settings [old settings are incompatible]

100013.025
  • added sprint (running) detection
  • rewrote status update code for better performance
  • fixed mistake that added libaddonmenu twice
  • NOTE: [this is the last update before the menu rewrite]

100013.024
  • 'Don't manage element' now saves
  • added 'remove element settings' button

100013.023
  • fixed bug with enemy detection
  • added toggle for attributes being less than max
  • made OutOfCombat status exclusive to InSneak and InMount, so they are now separate.
  • simplified some boolean operations and the conditional function
  • fixed a bug causing savedata to become poisoned from AUI Attributes element
  • NOTE: Looking for a way to detect non-object interactables (e.g. drinking quest potions)

100013.022
  • changed meaning of [hide when interacting] and [hide in game menus], should mitigate any missing interfaces, see settings menu for details
  • fixed bug causing experience bar to be ignored

100013.021
  • partial fix for issue (1) from version 100013.020; hide when in game menus should now work properly, hide when interacting may also be fixed, but testing is required.

100013.020
  • rewrite/reduction of majority of code
    • elements are no longer split between controls and fragments but managed together (this means fewer loops)
    • conditional logic improved
    • a fragments old conditional function will be backed up(upon adding), optionally combined, and restored(upon removing)
    • changed the way RemoveItem, ExistsItem(previously ItemExists) work and added AddItem
    • added alias to AddElement(deprecated) -> AddFragments
    • added [Don't manage this element] toggle, to disable management of any item
  • known issues/notes
    1. [hide when interacting] doesn't cover all dialog/action popups e.g. interacting with evidence, books, or inventory type menus {a fix is in progress}
    2. getting player debuffs should be faster, {will look for a better way to implement}
    3. startup may take longer than before (probably not noticable) because most thing are initialized at player_activation instead of addon_load, this is required to use built-in addon support.
    4. UpdateItems and Conditional functions should be improved more before lowering the updatetimer

100013.011
  • fixed logic-priorities bug (would cause reticle to be drawn over interactables)
  • added warning to reset defaults button

100013.010
  • fixed capitalization in settings
  • added lockpicking and crafting table detection, and combined it with npc dialog option
  • added terril_lib, personal lib to help manage some common functions
  • simplified show/hide conditional logic, should be easier to extend now
  • added [optional] perserve arg to AddElement, which will combine any conditional the fragment already has
  • reduced work for fragment updates, now we only update our fragments instead of all of them
  • added a api version check
  • fixed bug causing account-wide toggle to fail
  • added reset to defaults button in setttings
  • RemoveItem now properly removes conditionals and functions tied to given item

100013.007
  • added show options for target npc or player
  • improved support for AUI windows (separated target from attributes)
  • added RemoveItem function

100013.006
  • fixed bug that caused some things to appear over npc dialogs

100013.005
  • added show when damaged or debuffed option
  • reworked show/hide priorities, to show things at more appropriate times

100013.004
  • added build-it support for AUI's minimap, buffs and attributes windows
  • added support for AwesomeInfo's window

100013.003
  • added missing deepcopy function

100013.002
  • added InGameMenu to toggles
  • added Aiming at Interactable and Enemy toggles
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Archived Files (23)
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100015.001
47kB
Terrillyn
06/07/16 08:47 PM
100014.111
47kB
Terrillyn
04/07/16 08:03 PM
100014.110
46kB
Terrillyn
03/24/16 10:35 PM
100014.100
45kB
Terrillyn
03/15/16 04:26 AM
100014.002
45kB
Terrillyn
03/09/16 07:21 PM
100014.001
45kB
Terrillyn
03/07/16 02:54 PM
100013.040
45kB
Terrillyn
03/07/16 12:52 AM
100013.031
42kB
Terrillyn
02/25/16 02:18 PM
100013.030
42kB
Terrillyn
02/22/16 10:22 PM
100013.025
42kB
Terrillyn
02/19/16 02:04 PM
100013.024
79kB
Terrillyn
02/07/16 04:20 PM
100013.023
80kB
Terrillyn
02/03/16 04:27 AM
100013.022
80kB
Terrillyn
02/02/16 09:42 PM
100013.021
79kB
Terrillyn
02/02/16 09:15 PM
100013.021
79kB
Terrillyn
02/02/16 08:02 PM
100013.011
79kB
Terrillyn
02/01/16 08:26 PM
100013.010
80kB
Terrillyn
02/01/16 12:49 AM
100013.007
78kB
Terrillyn
01/30/16 06:51 PM
100013.006
77kB
Terrillyn
01/28/16 11:20 PM
100013.005
77kB
Terrillyn
01/28/16 11:01 PM
100013.004
77kB
Terrillyn
01/27/16 10:59 PM
100013.003
77kB
Terrillyn
01/27/16 10:21 PM
100013.001
76kB
Terrillyn
01/27/16 05:04 PM


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Unread 11/29/19, 07:21 PM  
Pavel Sg

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Good addon, is it still alive?

Good addon, is it still alive?
I found that AUI buffs can not be toggled.
They always stay ON despite the settings.
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Unread 09/04/16, 05:29 PM  
Terrillyn
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Originally Posted by Valorin
I noticed that immersive toggles somehow overrides pChat's chat font settings. I commented lines 147 to 149 in the Elements.lua to make it work again. Maybe something you might want to look into?

The addon's awesome, by the way. Thanks.
I'll take a look soon™.
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Unread 08/29/16, 03:58 AM  
Valorin

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I noticed that immersive toggles somehow overrides pChat's chat font settings. I commented lines 147 to 149 in the Elements.lua to make it work again. Maybe something you might want to look into?

The addon's awesome, by the way. Thanks.
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Unread 03/08/16, 10:53 PM  
Terrillyn
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Originally Posted by ElmaSoth
LUI Extended only seems to change the opacity of the unit frames: never actually disabling anything without a reload. Is it possible to leverage whatever method it uses to change the opacity upon transitioning to and from combat? Controlling the opacity of stuff instead of showing and hiding might be a welcome alternative in more cases than just LUI Extended. It may also be an alternative when typical methods to hide an element won't work.
Good Idea, with the changes I made recently this should be easy enough.

Originally Posted by ElmaSoth
How do the two Idle Animation addons determine what idle means?
I just took a look at Idle Timeout Reminder and all it relies on is if the user is in combat or changes there position on the map, this is a simpler method than I thought, but I'm not sure if that's how you(or anyone else) want an idle condition triggered.
Last edited by Terrillyn : 03/08/16 at 11:12 PM.
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Unread 03/08/16, 06:11 PM  
ElmaSoth
 
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LUI Extended only seems to change the opacity of the unit frames: never actually disabling anything without a reload. Is it possible to leverage whatever method it uses to change the opacity upon transitioning to and from combat? Controlling the opacity of stuff instead of showing and hiding might be a welcome alternative in more cases than just LUI Extended. It may also be an alternative when typical methods to hide an element won't work.

How do the two Idle Animation addons determine what idle means?
Last edited by ElmaSoth : 03/08/16 at 09:46 PM.
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Unread 03/05/16, 03:21 PM  
Terrillyn
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Originally Posted by ElmaSoth
Oh my...*drools* I can't wait to try it out! A lot of those addons have some form of display control but none of them have your addon's fine grained automation. That's why I got all excited and typed all that stuff out. XD

I see there's apparently a bunch of different map types that one might use but I have little experience with any of the multiplayer components of ESO so I feel I'm unqualified to say what map types would be appropriate to add. I wasn't even sure what words to use to accurately convey exactly what it is that I don't know. I would imagine that displaying party addons only when you have a party or only when you're in a zone that requires a party would be what I would've ended up implementing given the ability.
I haven't really had the chance to support all the party windows for this same reason my self.
Pretty much all the things you listed before have been added to the code locally, the only things I couldn't get working are
  • LUI Extended: I simply couldn't find a way to hide the unitframes, seems LUI has to call reloadui everytime it changes a unitframes visibility state, so there isn't much I can do about this one.
  • X Dist to Y thing: this isn't something I can add without increasing overhead and code size quite a bit, so this isn't planned for now.
  • HarvestMap: I got map pin hiding working simply enough, but compass pins arn't yet working, I'll keep this bit disabled for now until I can get both working together.

Originally Posted by ElmaSoth
Zone Transition Use Case...
I walk into Rawl'Ka from the dusty road and my compass and MiniMap disappear. Awesome Bar suddenly appears to tell me that I have things to research. Ravalox' Quest Tracker appears and shows my current crafting quests. I dump the results of my mat hunting expedition at the bank and walk out of the city down the same dusty path. Suddenly, my compass and MiniMap reappear showing me there are several mats that I want skirting the edge of town. I walk the border of the town and reminisce about how irritating it used to be reloading MiniMap 26 times in a row while I weave through the border of town. Good thing that delay was added. I harvest some nodes and my ADHD leads me to the border of Reaper's March where I wonder if I'm still covered by that food I ate earlier. I cross the border and my answer is provided as the attribute bars appear for 6-14 seconds to display that my Health Bar is indeed still extra wide.
That is how it's working at the moment:
I'm in a zone outside of a city, the minimap is open, I start walking back into the city, minimap gets replaced with awesomeinfo, and the experience bar shows up for a few seconds.

Originally Posted by ElmaSoth
- SitRep, ESO Daily Quest Tracker, Undaunted Daily, Exterminatus Group Leader, Provision's TeamFormation
I'll make note and check these out later to see if its possible and worth it.
Originally Posted by ElmaSoth
- Idle Timeouts for display. Empty my screen if I'm idle for 30 seconds. Or maybe I'd just minimize what's displayed.
What constitutes an Idle? the servers default idle conditions are not really clear, and just off the top of my head checking if the player is idle would mean monitoring when the player: stops moving(and jumping/crouching), stops clicking, stops typing, stops recieving buffs, stops interacting with the menus, etc. this would be an awful lots of work for 1 condition. I'm not trying to shoot this idea down because I'll still look into it, but it doesn't seem feasible at the moment; although I may be able to add some sort of support for an addon like 'Idle Timeout Reminder' to trigger the condition. read my answer below for more*.
Originally Posted by ElmaSoth
- This might be diving into the deep end unnecessarily but chat triggers? It'd be really cool if I could automate responding to Master Merchant price checks in guild chat. Like, full on bot. I don't know how feasible that is though. I'd say that this one would be more appropriate to address with the Master Merchant author but they seem to have left the stage.
*I really don't want to start adding conditions that could turn into dozens of different cases, such as filtering different chat messages; there is also the fact that zeni no longer allows us to send chat messages via addon (probably a precaution to reduce chat spammers).

I went ahead and implemented the custom functions (I call them 'kits' internally), which will allow more varying addons to be manipulated even beyond just hiding their windows; this is why I can now hide Harvest map pins, this also allowed me to fix flickering issues with aui minimap aui target attributes and the game reticle.
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Unread 03/05/16, 11:42 AM  
ElmaSoth
 
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Oh my...*drools* I can't wait to try it out! A lot of those addons have some form of display control but none of them have your addon's fine grained automation. That's why I got all excited and typed all that stuff out. XD

I see there's apparently a bunch of different map types that one might use but I have little experience with any of the multiplayer components of ESO so I feel I'm unqualified to say what map types would be appropriate to add. I wasn't even sure what words to use to accurately convey exactly what it is that I don't know. I would imagine that displaying party addons only when you have a party or only when you're in a zone that requires a party would be what I would've ended up implementing given the ability.

Zone Transition Use Case...
I walk into Rawl'Ka from the dusty road and my compass and MiniMap disappear. Awesome Bar suddenly appears to tell me that I have things to research. Ravalox' Quest Tracker appears and shows my current crafting quests. I dump the results of my mat hunting expedition at the bank and walk out of the city down the same dusty path. Suddenly, my compass and MiniMap reappear showing me there are several mats that I want skirting the edge of town. I walk the border of the town and reminisce about how irritating it used to be reloading MiniMap 26 times in a row while I weave through the border of town. Good thing that delay was added. I harvest some nodes and my ADHD leads me to the border of Reaper's March where I wonder if I'm still covered by that food I ate earlier. I cross the border and my answer is provided as the attribute bars appear for 6-14 seconds to display that my Health Bar is indeed still extra wide.

Additional addons and ideas I hadn't thought of until now...
- SitRep, ESO Daily Quest Tracker, Undaunted Daily, Exterminatus Group Leader, Provision's TeamFormation
- Idle Timeouts for display. Empty my screen if I'm idle for 30 seconds. Or maybe I'd just minimize what's displayed.
- This might be diving into the deep end unnecessarily but chat triggers? It'd be really cool if I could automate responding to Master Merchant price checks in guild chat. Like, full on bot. I don't know how feasible that is though. I'd say that this one would be more appropriate to address with the Master Merchant author but they seem to have left the stage.
Last edited by ElmaSoth : 03/05/16 at 12:53 PM.
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Unread 03/02/16, 10:24 PM  
Terrillyn
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All right so, so far I've got the following Implemented:
  1. ChatWindow
  2. ChatWindow Minbar
  3. Performance Meter (fps/ping)
  4. addon: Fyrakin's Minimap
  5. addon: Ravalox'QuestTracker (this is a very neat addon, I'll be keeping installed )
  6. addon: Wykkyd Toolbar
  7. addon: WaypointIt Dist/Arrow (this one helped me discover a bug with combined conditional functions)
  8. conditions: In Zone, In City, In Dungeon
  9. conditions: Transiting between Zones, Entering City, Exiting City (I still need to add support for cosmic, alliance and other maptypes)
  10. slider for overall control of ^above transit conditions (1-15s)
I'll be bug testing these for a bit before releasing them, but so far no issues have cropped up.

I am however unable to add support for the following atm:
HarvestMap: The compass and map pins arn't something that can be manipulated like a control/fragment; I can add support later *more on this at the bottom of this post.
LUI Extended: The Unit Frames are something of a custom control, as such I had issues finding a way to hide them like a typical control; however this will be fixed *more on this at the bottom of this post.
X Distance from Y Thing: Trying to add this would be add something like 5-20 new conditions and would require one of the current mapping libs (like libGPS), but this would probably also add alot of overhead to the update function, as such I'll be avoiding this for the time being.

*Planned after next update:
I have already planned to add support for custom conditional functions, in order to manipulate other addons toggles (e.g. LUI Extended unit frame settings so we can control when they are hidden that way), this will likely take little effort to implement but I'll wait til after the Games API update to avoid any delays that might arise.
Last edited by Terrillyn : 03/02/16 at 10:26 PM.
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Unread 03/01/16, 01:26 PM  
Terrillyn
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Transitioning from Zone to City - (Reaper's March to Rawl'Kha) (Ex: display the awesome bar or XP Bar)
Transitioning from City to Zone - (Rawl'Kha to Reaper's March) (Ex: display FPS/Ping or Compass)
After thinking about this one a bit, I can also add this, it will have to use a fixed amount of time.
I'll add it as one condition "Transiting between zone/city", is this enough? or do you need both separate?

Transitioning between zones - (Malabal Tor to Reaper's March) (Ex: display the XP Bar for a few seconds)
I can also add this now; how about as "Transiting between zones" condition?

A 4 second delay for both?
Last edited by Terrillyn : 03/01/16 at 02:02 PM.
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Unread 03/01/16, 12:54 AM  
Terrillyn
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Location based conditions might be harder, and I had never intended to do something like that, but I'll take a look, I'm not really sure if there is an easy(read fast/efficient) way determining if you are in a zone or city but I'll check the API.
Ok so after playing with map functions a bit, I've found you can detect the whether your in a zone or subzone;
Cities and House Interiors(outside of cities) fall under subzone, while zones(obv.) and dungeons fall under zone.
I can also differentiate a dungeon from a zone if needed.

I still need to test more places before I'm 100% sure of this though.

The question however is: should I also add a dungeon condition?
Last edited by Terrillyn : 03/01/16 at 12:58 AM.
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Unread 02/29/16, 11:44 PM  
Terrillyn
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I can definitely do a few of those changes. I'll go over each of the things you listed briefly.

ChatWindows: I initially skipped adding the chat windows because it already manages its hide conditions pretty well, but I will add it anyways.
FPS Display: will definitely add this.

All the addons you listed: I'll have to go through these one by one and find all their window refs, but the windows themselves can be hidden easily, but I'm not yet sure about the ones that add pins, I'll have to look.

Location based conditions might be harder, and I had never intended to do something like that, but I'll take a look, I'm not really sure if there is an easy(read fast/efficient) way determining if you are in a zone or city but I'll check the API.

For "X Distance from Y Thing" I don't think this would be possible with my current implementation because 1. all conditions are checked every (currently) 75ms(0.075s) and checking the positions of all objects on the map could be expensive 2. I don't think information about map objects is get-able without making my own database of them all (this is what Destinations does). In any case Ill take a look at the API and see if this is still possible without a database.

And for "add a 'for how long' slider", unfortunately conditions are treated more like on/off cases at the moment, so this kind of addition would mean changing the way the checks work, adding a delay for the elements visibility change is possible but not for each condition (at this time).

Note: Would disabling HarvestMap pins and border pins for MiniMap be an acceptable alternative to hiding the MiniMap in combat? Would it improve efficiency, speed, and/or FPS?
I really don't know, from skimming the source for HarvestMap I can only guess all map objects are checked regardless of whether they are enabled/disabled; but I could be wrong probably better to ask the author of that addon. Honestly I had performance issues when I was using Fyrakin's Minimap, which is why I use AUI Minimap now which feels quicker.
Last edited by Terrillyn : 03/01/16 at 12:19 AM.
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Unread 02/26/16, 03:05 PM  
ElmaSoth
 
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I love this addon. It has so much potential and it's already coming along so nicely. I don't know how feasible these suggestions are but I'm hoping it will at least spark some ideas.

Please add support for these built in UI elements...
  • The minimized chat window - (I want to hide the entire display in combat, including the minimized display...)
  • Maximize and Minimize the chat window - (...and control if its minimized or maximized.)
  • The little FPS/Ping display already built into the UI
...and these AddOns...
  • MiniMap by Fyrakin - (The MiniMap itself and Border Pins)
  • Ravalox' Quest Tracker - (I want to say that it should just integrate with the already available standard quest tracker. Just tell it to switch focus if it detects other quest trackers in the addon list)
  • Wykkyd Toolbar - (There are a few toolbars but this is the one I personally use)
  • LUI Extended - (I would love to finally be able to hide the unit frames just like I do with the default HP/MAG/STAM bars and such.)
  • Circonian's WaypointIt - (for displaying "Distance to Waypoint" and "Waypoint Directional Arrow" [see screenshots on its page] out of combat or when I'm within a predefined distance from the waypoint via slider.)
  • HarvestMap - (Node Display on the compass and MiniMap. The intention is to improve efficiency and FPS during combat but I don't know if it would actually happen.)
...and these conditions...
  • Transitioning between zones - (Malabal Tor to Reaper's March) (Ex: display the XP Bar for a few seconds)
  • Transitioning from Zone to City - (Reaper's March to Rawl'Kha) (Ex: display the awesome bar or XP Bar)
  • Transitioning from City to Zone - (Rawl'Kha to Reaper's March) (Ex: display FPS/Ping or Compass)
  • X Distance from Y Thing - (Y would most realistically come in the form of a waypoint I would think.)
    - Some "Y Things": waypoints, focused quest markers, vendors (from the addon "Vendors"), traders, cities, zone/city borders, incomplete quests & not started quests (from Quest Map [and Destinations?])
...and add a "for how long" slider that resets upon condition status change. (Ex: XP Bar appears for 7 seconds upon transitioning zones)

Note: Would disabling HarvestMap pins and border pins for MiniMap be an acceptable alternative to hiding the MiniMap in combat? Would it improve efficiency, speed, and/or FPS?
Last edited by ElmaSoth : 02/26/16 at 03:16 PM.
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Unread 02/07/16, 04:21 PM  
Terrillyn
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Originally Posted by Vaucent
Great addon! But I am having some issues. It is not remembering my requests to not manage an element so every time I relog I have to tell it not to do so again.
This should be fixed now (100013.024).
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Unread 02/06/16, 07:18 PM  
Vaucent
 
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Great addon! But I am having some issues. It is not remembering my requests to not manage an element so every time I relog I have to tell it not to do so again.
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Unread 01/28/16, 04:40 AM  
Terrillyn
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That looks like its rendered in 3d space, as far as I know we can't modify anything beyond the UI and settings; I checked the available sources and the only thing in there about catapults and trebuchets are some strings and ui data/functions, nothing seemed related to the trajectory lines.

Can you get any information from it using /zgoo mouse ?
Last edited by Terrillyn : 01/28/16 at 04:49 AM.
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