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H:\HUD\TURBO HUD\Plugins\Resu\DangerPlugin.cs(293,43) : error CS0246: The type or namespace name 'HotEnablerDisablerPlugin' could not be found (are you missing a using directive or an assembly reference?)
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Originally Posted by
polyssman
H:\HUD\TURBO HUD\Plugins\Resu\DangerPlugin.cs(293,43) : error CS0246: The type or namespace name 'HotEnablerDisablerPlugin' could not be found (are you missing a using directive or an assembly reference?)
There's a mandatory plugin to install for this one to work. You didn't.
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Originally Posted by
User5981
There's a mandatory plugin to install for this one to work. You didn't.
Lol, sr Bro, thks!
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Hi Resu !
Is this posible to add line on walls of wall blocker ?
Thanks in advance.
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Originally Posted by
ADV2015
Hi Resu !
Is this posible to add line on walls of wall blocker ?
Thanks in advance.
I already looked at this but I don't remember why I stopped trying to implement it,
I think you cannot guess the walls' orientation so it's not possible to draw them...
I can do it with Poison Enchanted (slime cross on the floor) because the cross has always the same orientation (always draws an X in reference to the screen corners), but for the walls it is not possible.
An actor orientation variable is missing, it would have been be useful to draw demonic forges flames limits without indexing all demonic forges' flames positions like I did, to draw wallers' walls, to draw your hero's orientation on minimap and such things.
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ADV2015 (1 members gave Thanks to User5981 for this useful post)
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Originally Posted by
User5981
I already looked at this but I don't remember why I stopped trying to implement it,
I think you cannot guess the walls' orientation so it's not possible to draw them...
I can do it with Poison Enchanted (slime cross on the floor) because the cross has always the same orientation (always draws an X in reference to the screen corners), but for the walls it is not possible.
An actor orientation variable is missing, it would have been be useful to draw demonic forges flames limits without indexing all demonic forges' flames positions like I did, to draw wallers' walls, to draw your hero's orientation on minimap and such things.
Okay, I understand, thank you for this explanation.
Thanks..
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Hey Resu, are we supposed to see something for the poison clouds left by the Betrayeds? Because I only see a small circle that disappears right after they die, but the poison cloud still damages us.
Also, that "Moveth" message on molten explosion makes it really hard to see the timer, if I disable Molten on your plugin do I get to keep the timer?
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First Dev On The Internet
Originally Posted by
johnbl
Hey Resu, are we supposed to see something for the poison clouds left by the Betrayeds? Because I only see a small circle that disappears right after they die, but the poison cloud still damages us.
Also, that "Moveth" message on molten explosion makes it really hard to see the timer, if I disable Molten on your plugin do I get to keep the timer?
I'm working on a solution for the poison clouds after a betrayed death (this was displayed by ExplosiveMonsterPlugin, this plugin will be absorbed & disabled).
The timer comes from a default plugin so yes...
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johnbl (1 members gave Thanks to User5981 for this useful post)
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If someone can check and indicate me the time in seconds between a betrayed death and when the poison cloud stops dealing damage, that would help a lot thanks :-)
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(Nevermind I found out)
Updated:
- Killed Betrayer's poison cloud indicator has now right size and duration, enjoy ;-)
- You can disable Betrayer's poison cloud and grotesque explosion via customize.
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updated:
- Ground Timer for grotesque explosion
- disabled " moveth! " message for molten explosion so you an see the timer
- 1 new demonic forge
ENJOY!
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johnbl (1 members gave Thanks to User5981 for this useful post)
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Updated :
- Ground Timer for killed Betrayer's poison cloud
Enjoy!
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johnbl (1 members gave Thanks to User5981 for this useful post)
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Updated :
- Ground Timer for Morlu's meteor impact
- no more Moveth! text for Morlu's meteor impact
Enjoy!
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johnbl (1 members gave Thanks to User5981 for this useful post)
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add if (Hud.Game.IsInTown) return; to your painter, so i don't have to keep adding it in <3