Location app?
If there is a way to record a location in terms of its map name and X Y coordinates I have not yet found it.
The usage would be to record resource nodes for future use, to let a guild buddy know the loc of a node of something needed for a quest or perhaps a meeting point. Or once you find a resource node you record it with the icon fo it on your copy of the map for that sector so you can find it again if coordinates don't work. Also to record the exact loc of skyshards again to help others in your guild and all the other useful things that the gatherer addon in wow does Just wondering |
I am looking for such an addon, too. I would really like to set markings and maybe comments/colour codes associated to them for points of interest.
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local unitTag = "player"
local zoneName = GetUnitZone( unitTag ) local x, y, z = GetMapPlayerPosition( unitTag ) The values of x, y and z are relative to the zone map. And they are very "small" values. IE: x might come back as 0.23788127281 x = west-east y = north-south z = altitude A perfect 0,0,0 (for x,y,z) would be considered Base or Root position for that map. x - Increasing value is moving west from 0. Decreasing is moving east. y - Increasing value is moving north, decreasing is moving south. z - Increasing value is descending altitude (distance below "sea level", if you will) EDIT: I know, not an addon. But it's code to help someone else build one ;) |
Thanks I am sure someone is creating esogather right now... Or I hope so anyway.
Well its beyond my skill level I last did any real coding in 6502 assembler in the late 1970s These days I can nearly pick my way through perl in unix. A mans got to know his limitations! |
Rofl just got home from work .. so not even had dinner yet rofl. Give a girl a chance :P
Will see what I can get rigged up. baby steps ... baby steps :) |
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I have been working on such an addon, and have it to the stage where I obtain the co-ordinates for resource nodes. I still need to look at how to put custom pins on the map but am hopeful I can get something together before the end of the current beta.
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Ditto here, not gone anywhere near to playing with the map POI pins yet though. Still working out grabbing information and writing it out to SavedVariables file in a readable format - boy did that take awhile, totally different to how WOW does it rofl.
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Is the heading as a value between 0 to 360 ?
As in degrees of angle you are facing ? North = 0/360, East = 90, South = 180, West = 270 etc ? |
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Hmm, am I missing something or is there no event that tells if you are mining, collecting, fishing ?
All I can do at the moment to find out what I am mining or collecting is to use the LOOT events and see what I am looting from. Is this the only way to do it at the moment at least ? Edit: Ah, looks like Harvest Interaction can only be trapped using the Update function, bummer. Oh well, rewritten to do that. |
Yep you have to jump through hoops to work it out. What I did was:
It's all in the UI2 addon if you want to take a look; happy to answer any questions you might have about it. |
I ended up taking out the event to track what was looted as a harvest node is harvest node regardless of whether one time you got something useful and another time you didn't.
Happened to me with a plant so I thought what the hell. All I do at present is use the onupdate routine to monitor a new interaction and whether it is a harvesting interaction ( although it looks like it also applies to the crafting stations for some reason, so need to see what else I need to validate to take them out ). I looked at the esohead addon to see how it validated duplicate entries and used similar coding, so that it only adds a new item of the same type in the same zone as long as it is at a different location. But, if a different item has appeared in that location before it treats it as a new find. Pretty simple and seems to be working okay apart from the crafting station glitch. It ignores butterfly looting and fishing as they are different interaction types and obviously regular looting. I am guessing the crafting station was added because I was refining raw items so in essence harvesting of a kind. Once I get the crafting station problem fixed I think stage 1 is complete. |
Looks like I'm also lumbered with the xml file just to use the update routine which isn't allowed to be local because it is another file.
Has anyone figured out how to create a window just to use the update routine without using xml yet ? I tried the following with no joy. This kind of thing worked for me in wow. Anything I am missing for it to work in ESO ? Lua Code:
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Okay thanks. Glad to know I wasn't missing something in the equation.
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Well think I have tracked down the stuck at the crafting station problem. So far I don't get stuck if I 'Use' the station while the interactionType is INTERACTION_CRAFTING. If, for some strange reason it thinks it is INTERACTION_HARVEST while being in 'Use' I got stuck. Might be sheer coincidence but I have put in a bug report with the idea as to the cause to them.
For now I have had to tell it to bypass any 'Use' actions as well. |
In the next version of Wykkyd's Framework you could just call FW_Tic( TicName, Callback, ThrottleInSeconds ) and it'll trigger your callback OnUpdate, throttled via the setting you supply. Let my Framework handle the tedium/xml for ya ;)
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Rofl, guess I'm sleepy. Can't seem to traverse the saved variables table for some reason now. One more day to add the next phase.
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And add on to the problem with accessing the saved variables table properly, the AddMapPin function doesn't seem to fail but neither does it seem to show on the map and there doesn't seem to be a filter for the HARVEST_NODE map pin they set up to add them. I am guessing the compass pins will update based on the map pins so of course at present I am stuck on progressing this particular addon until more information is available.
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Funnily enough I gave up with adding pins to the map as well. Similar problem to you on pre-existing pin types, and the functions for custom map pins fails because of some undefined values in the core code.
If anyone here has access to the dev team it would be very much appreciated if we could obtain a code sample showing how to add our own pins to the map. |
If the Pin APIs are inconclusive at this point, could you not take a page from HandyNotes, Gatherer, or GatherMate from WoW and use SetPoint? Granted, they all use Astrolabe as their back end, but it uses SetPoint.
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It sounds like a plausible idea. I didn't realise they did something as simple as that. I just assumed they used the POI functions to add to the maps.
Well too late to do anything now and I've already wasted time trying to read from the saved variables table properly as I am not in the addon beta so tonight was the last time I could get this fixed and its already midnight here and I have work in the morning so I guess I will just have to hope that next weekend is a beta weekend too. |
Well I have been browsing my screenshots that I took from my debug code I implanted to test the results of the event EVENT_PLAYER_IN_PIN_AREA_CHANGED that returns the values pinType,param1,param2,param3,playerIsInside.
pinType 7 - Outside ( 0,0,0 ) (3,0,0), Inside (0,0,0) ( 1,0,0 ) pinType 8 - Outside ( 0,1,0 ), Inside ( 1,2,0 ) pinType 10 - Outside (3,0,0) pinType 11 - Outside (3,2,0), Inside ( 5,1,0 ) Apart from the almost consistent values they still don't shed a light on what the values are. Maybe next weekend I'll get the debug to show decimal points and try GetZone/GetSubZone and see if there are even more consistencies that way. |
Map Pins ...
Well after I got the couple of reported bugs out of the way on the gatherer addon I thought I would give another stab at adding pins to the map ..
I added the following in PlayerActive: -- New Object xrgaPin = ZO_WorldMapPins:New() -- Adding Pin xrgaPin:AddCustomPin(MAP_PIN_TYPE_HARVEST_NODE) xrgaPin:SetCustomPinEnabled(MAP_PIN_TYPE_HARVEST_NODE,true) No error messages so guess I did something right somewhat there Then when a node is harvested I do the following: xrgaResult = xrgaPin:CreatePin(MAP_PIN_TYPE_HARVEST_NODE) xrgaPin:RefreshCustomPins(MAP_PIN_TYPE_HARVEST_NODE) local xrgaControl = xrgaResult:GetControl() xrgaControl:SetShapeType(SHAPE_BOX) xrgaControl:SetHidden(false) xrgaPin.Controls = xrgaPin.Controls or {} xrgaPin.Controls[#xrgaPin.Controls+1] = xrgaControl Again no errors but, looking at xrgaPin I can see it adding controls for each custom pin but for some reason it isn't allowing it to be shown. But getting tired now but sudden thought is that maybe next I would do SetMapPin with the control already created .. but the 3 values I can't imagine what they should be apart from coords. |
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