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Posted: Mon Sep 22, 2003 10:34 pm
by MQSEQ
Awsome addition, I would like to see the ability to change the size of the dots. I have seen others request con colors of mobs etc. and with sizeable dots will make this a pullers dream. I set the transparentance to 25 you can see through the map.
Rewrite of map filtering headed to CVS
Posted: Tue Sep 23, 2003 3:24 am
by Plazmic
No more /filter map ... I separated it out into /mapfilter since /filter has been for text filtering.
It should be closer to idiot proof now. Actual output of "/mapfilter help":
Map filtering options:
All: Enables/disables map functions (you still must select which items to display)
PC: Enables/disables displaying PCs
NPC: Enables/disables displaying NPCs
Pet: Enables/disables displaying pets
Corpse: Enables/disables displaying corpses
Trigger: Enables/disables displaying hidden triggers/traps
Ground: Enables/disables displaying a line to your target
Target: Enables/disables displaying ground items
ConColor: Enables/disables displaying NPCs in consider colors
Vector: Enables/disables displaying heading vectors of spawns
CastRadius: Sets radius of casting circle to # (omit or set to 0 to disable)
SpawnRadius: Sets radius of spawns to display to # (omit or set to 0 to show all)
'option' color [r g b]: Set display color for 'option' (Omit to reset to default)
[ RE last post: Sorry, can't change the dot size ;( ]
Re: Rewrite of map filtering headed to CVS
Posted: Tue Sep 23, 2003 3:46 am
by fryfrog
Looks like you may have something reversed for Ground and Target. I'm no special person with telepathy, so it could be the text is just reversed or the code is... either way, I assume you can fix it by swapping the text... or are the previous two things actually saying the same thing? :)
Plazmic wrote:
Ground: Enables/disables displaying a line to your target
Target: Enables/disables displaying ground items
Posted: Tue Sep 23, 2003 11:28 am
by loadingpleasewait
I'm glad to see some real breakthroughs come!!
Thanks Plaz!
Posted: Tue Sep 23, 2003 6:52 pm
by MQSEQ
Sad to here about the dot sizes.
Is there any way that on the filters we can have a optional on|off switch for each command:
/filter map pc on
/filter map pc off
The reason why I ask is becuase I'm writing my own telnet program that will allow a user to have greater easy at running macros. For the above I curently use buttons to toggle but I would like to use check boxes show you can visual see what you have applied without having to type /filter map.
I'm also adding a Ini setting to save the macro launch commands and will polulate a listbox so you can scroll thru the list to select the macro you want to run then have predfined (user configurable) launch commands. Example:
------------------------
|Celestial Essance |
|Cheese |
|Corpse |
|etc |
|etc |
| |
| |
| |
------------------------
Say you select Celectial Essance it will launch the following:
/macro ts 0 mortar "Scent of Mar" "Celestial Solvent"
Now that I let the cat out of the bag I guess I need to step up the development of the MacroQuest Console.
Posted: Wed Sep 24, 2003 2:40 pm
by Random()
Mmm.. Skittles. Awesome Plaz :)
Only looked at it for about 5 minutes the other night, but looks very very nice. Will make gaming with the wifey much more low stress when she's pulling. Heh.
Tx again.
Posted: Wed Sep 24, 2003 3:23 pm
by Mckorr
Don't suppose you can figure out how to change the map arrow color? The black is a bit hard to see at times when the faded alpha is set to 0.
Posted: Wed Sep 24, 2003 3:54 pm
by loadingpleasewait
I dont think its possible, but what do I know... I cant help it, but I keep trying to click the map to target stuff now.. lol.
Posted: Wed Sep 24, 2003 4:43 pm
by theafkxper
granted, i dont kno whow any of the map related stuff works, but we have that new Target(x,y) function in there, so if there isnt any other easy way to get the target, could we not use the xy info of where we clicked on the map and reroute it to a /target function?
like i said, i dunno what im talking about, but if there isnt a way to directly get a target by clicking on the map, my Idea was to use the new target function.
Posted: Thu Sep 25, 2003 3:22 am
by papiraul
The Concolors is not working for me.. I get all the npc's in RED.. and nope I'm not lvl 1 :)
Posted: Thu Sep 25, 2003 3:26 am
by Plazmic
To make "/mapfilter npc show" or "/mapfilter corpse hide" work, add the stuff in red:
Code: Select all
if (pMapFilter->bIsToggle) {
[color=red] if (!stricmp(szFilterMap[0],szValue)) {
gMapFilters[pMapFilter->Index] = 0;
} else if (!stricmp(szFilterMap[1],szValue)) {
gMapFilters[pMapFilter->Index] = 1;
} else {[/color]
gMapFilters[pMapFilter->Index] = 1 - gMapFilters[pMapFilter->Index];
[color=red] }[/color]
sprintf(szBuffer,"%s is now set to: %s",pMapFilter->szName,szFilterMap[gMapFilters[pMapFilter->Index]]);
} else {
gMapFilters[pMapFilter->Index] = atoi(szValue);
sprintf(szBuffer,"%s is now set to: %d",pMapFilter->szName,gMapFilters[pMapFilter->Index]);
}
Posted: Thu Sep 25, 2003 10:11 am
by Mckorr
Looks like that is already in the CVS.
Posted: Thu Sep 25, 2003 11:56 am
by Plazmic
Yup, after I posted it, I PM'd DKAA ;)
Posted: Thu Sep 25, 2003 1:09 pm
by Achy Wrists
Really amazing!
Posted: Thu Sep 25, 2003 4:15 pm
by loadingpleasewait
Yeah, I know I've posted nonsense now 3 times in this one thread, but I just gotta reiterate how much I love logging in now and pressing my backspace key. This is the best thing to happen to EQ since, um, MQ.
Can you say "post padding"?
Thanks again Plaz!!