[V8.0] [INTERNATIONAL] [RNN] PoolsBanditsList menu

User Tag List

Page 2 of 3 FirstFirst 123 LastLast
Results 16 to 30 of 32
  1. #16
    s4000's Avatar Contributor
    Reputation
    284
    Join Date
    Oct 2018
    Posts
    489
    Thanks G/R
    18/271
    Trade Feedback
    0 (0%)
    Mentioned
    3 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by Rbroz View Post
    Can Goblins be added to this by chance? Just when there are close like pools and bandit shrines...
    try to activate the sound by adding the code in PluginEnablerOrDisablerPlugin.cs
    Hud.GetPlugin<GoblinPlugin>().EnableSpeak = true;

    [V8.0] [INTERNATIONAL] [RNN] PoolsBanditsList
  2. #17
    RNN's Avatar Legendary
    Reputation
    801
    Join Date
    Sep 2018
    Posts
    1,041
    Thanks G/R
    102/764
    Trade Feedback
    0 (0%)
    Mentioned
    15 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by s4000 View Post
    try to activate the sound by adding the code in PluginEnablerOrDisablerPlugin.cs
    Hud.GetPlugin<GoblinPlugin>().EnableSpeak = true;
    another alternative, which is what I use, but you must deactivate the original: https://www.ownedcore.com/forums/dia...ml#post3801465 (17.11.4 Speak can't work?)

  3. #18
    Saico's Avatar Active Member
    Reputation
    21
    Join Date
    Apr 2019
    Posts
    379
    Thanks G/R
    35/20
    Trade Feedback
    0 (0%)
    Mentioned
    2 Post(s)
    Tagged
    0 Thread(s)
    Im using plugin and activated ( TurnOffWhenNewGameStarts = true; )

    But it does not resets pools found in another room.

    I go to a game, found 4 pools (example) collect them, and go to a friend`s game, it does not reset opacity from pools already found in another game.

    Is there a way to correct this ? I would appreciate.

  4. #19
    RNN's Avatar Legendary
    Reputation
    801
    Join Date
    Sep 2018
    Posts
    1,041
    Thanks G/R
    102/764
    Trade Feedback
    0 (0%)
    Mentioned
    15 Post(s)
    Tagged
    0 Thread(s)
    Each time a player changes the game (new game) they would have to delete the information about the pools, this is not always possible due to a bug that has always existed and was commented long ago, only KJ can solve it:

    https://www.ownedcore.com/forums/dia...ml#post4008697 (19.1.20.4 (and newer) error report)

    Basically if you're playing with someone and other friends invite you to another game without going through the menu, TH does not know it's a new game, does not even update the server ip. When this happens, the only option for some plugins to work as expected is to restart TH


    (TurnOffWhenNewGameStarts only serves to indicate if the plugin must be deactivated automatically in each new game or leave it activated, it does not have to do with remembering pools of the previous game, these poools would always have to forget if that mentioned bug did not exist)
    Last edited by RNN; 06-09-2019 at 03:57 PM.

  5. Thanks JackCeparou (1 members gave Thanks to RNN for this useful post)
  6. #20
    Saico's Avatar Active Member
    Reputation
    21
    Join Date
    Apr 2019
    Posts
    379
    Thanks G/R
    35/20
    Trade Feedback
    0 (0%)
    Mentioned
    2 Post(s)
    Tagged
    0 Thread(s)
    Humm, I was wondering there was a bug like this, I appreciate your for explanation words. Maybe KJ fix this in some future update of TH.

  7. #21
    RNN's Avatar Legendary
    Reputation
    801
    Join Date
    Sep 2018
    Posts
    1,041
    Thanks G/R
    102/764
    Trade Feedback
    0 (0%)
    Mentioned
    15 Post(s)
    Tagged
    0 Thread(s)
    Some time ago I searched unsuccessfully for some reliable way to detect a new game:
    In my opinion the ideal would be to find a value that stays fixed while you're playing with a group and that changes when you're invited to another group: something like Hud.Game.Me.Index. This does not really work because the index assigned to you has (without being rigorous) a 25% chance to match in a new game. The code to check it would be:

    Code:
    using Turbo.Plugins.Default;
    namespace Turbo.Plugins.User
    {
    	public class NewGame : BasePlugin, INewAreaHandler
    	{
    		public int MyIndex { get; set; } = -1;
    		public  NewGame()
    		{
    			Enabled = true;
    		}				
    		public void OnNewArea(bool newGame, ISnoArea area)  
    		{
    			if (newGame || (MyIndex != Hud.Game.Me.Index) ) 
    			{
    				if (newGame) Hud.Sound.Speak("New Game, Index " + Hud.Game.Me.Index);
    				else Hud.Sound.Speak("Index Changed, from " +  MyIndex + " to " + Hud.Game.Me.Index  ); 
    				MyIndex = Hud.Game.Me.Index;
    				// Here we would place the code we want to execute in each new game 	
    				
    			}
     		}
    	}
    }
    It also occurred to me to use Hud.Game.CurrentGameTick, which informs us of the time since a new game was made, regardless of which players are currently forming the group. It is still not a reliable method because ... when changing the area the game may take a while to load, sometimes the game freezes, and with some frequency, when you are invited to a group, it is because the players separate to find an "ip gold", or a goblin rainbow, or a specific bounty, and in these situations the Hud.Game.CurrentGameTick of different new game may be similar.
    Last edited by RNN; 06-10-2019 at 09:24 AM.

  8. #22
    Rbroz's Avatar Member
    Reputation
    8
    Join Date
    Aug 2018
    Posts
    40
    Thanks G/R
    9/7
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Opps... I posted in the wrong forum. Please delete the first post if possible. TY

  9. #23
    Sklip's Avatar Member
    Reputation
    1
    Join Date
    Dec 2019
    Posts
    6
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Can you also implement sound notification with .wav file when exp pool is found ?
    Last edited by Sklip; 01-25-2020 at 05:31 AM.

  10. #24
    RNN's Avatar Legendary
    Reputation
    801
    Join Date
    Sep 2018
    Posts
    1,041
    Thanks G/R
    102/764
    Trade Feedback
    0 (0%)
    Mentioned
    15 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by Sklip View Post
    Can you also implement sound notification with .wav file when exp pool is found ?
    yes, later I will

    Here it is:

    PoolBanditList.cs
    Code:
                plugin.SoundEnabled = true;
                plugin.FileSound = "notification_1.wav";  // File to be played. It must be in the Sounds\ folder
    With the changes (lines 147 to 154), it will notify only pools and it is not necessary to have it visible (key end). If you want the plugin to behave differently let me know
    Last edited by RNN; 01-25-2020 at 06:40 PM.

  11. Thanks BeeAntOS (1 members gave Thanks to RNN for this useful post)
  12. #25
    Sklip's Avatar Member
    Reputation
    1
    Join Date
    Dec 2019
    Posts
    6
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Big thanks ! Sound notification with .wav works perfect !

  13. #26
    Saico's Avatar Active Member
    Reputation
    21
    Join Date
    Apr 2019
    Posts
    379
    Thanks G/R
    35/20
    Trade Feedback
    0 (0%)
    Mentioned
    2 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by RNN View Post
    yes, later I will

    Here it is:

    PoolBanditList.cs
    Code:
                plugin.SoundEnabled = true;
                plugin.FileSound = "notification_1.wav";  // File to be played. It must be in the Sounds\ folder
    With the changes (lines 147 to 154), it will notify only pools and it is not necessary to have it visible (key end). If you want the plugin to behave differently let me know
    How do I exactly put sound wav to play in this plugin ?

    Downloaded default plugin and put your>

    plugin.SoundEnabled = true;
    plugin.FileSound = "notification_1.wav"; // File to be played. It must be in the Sounds\ folder

    (error CS0103: The name 'plugin' does not exist in the current context)

    I put the code you pasted in line 147 to 154 and got exception. Ty in advance

  14. #27
    RNN's Avatar Legendary
    Reputation
    801
    Join Date
    Sep 2018
    Posts
    1,041
    Thanks G/R
    102/764
    Trade Feedback
    0 (0%)
    Mentioned
    15 Post(s)
    Tagged
    0 Thread(s)
    If you replace the old plugin with the one published in post #14 , it should already reproduce the sound. If you want to change it you must write those 2 lines next to the custom code of post #1 (PluginEnablerOrDisablerP.lugin.cs)

    Code:
    	 Hud.RunOnPlugin<RNN.PoolsBanditsList>(plugin => 
    	{
    		..
    		..
    		plugin.SoundEnabled = true;
    		plugin.FileSound = "notification_1.wav";  // File to be played. It must be in the Sounds\ folder
    	} );
    Last edited by RNN; 03-25-2020 at 05:33 AM.

  15. #28
    Saico's Avatar Active Member
    Reputation
    21
    Join Date
    Apr 2019
    Posts
    379
    Thanks G/R
    35/20
    Trade Feedback
    0 (0%)
    Mentioned
    2 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by RNN View Post
    If you replace the old plugin with the one published in post #1 4 , it should already reproduce the sound. If you want to change it you must write those 2 lines next to the custom code of post #1 (PluginEnablerOrDisablerP.lugin.cs)

    Code:
    	 Hud.RunOnPlugin<RNN.PoolsBanditsList>(plugin => 
    	{
    		..
    		..
    		plugin.SoundEnabled = true;
    		plugin.FileSound = "notification_1.wav";  // File to be played. It must be in the Sounds\ folder
    	} );
    Oh it worked in the original plugin, somehow I did something wrong, thank u =)

    Btw, I tested customize in PluginEnablerDisabler and it said

    (The name 'Key' does not exist in the current context)

  16. #29
    RNN's Avatar Legendary
    Reputation
    801
    Join Date
    Sep 2018
    Posts
    1,041
    Thanks G/R
    102/764
    Trade Feedback
    0 (0%)
    Mentioned
    15 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by Saico View Post
    Oh it worked in the original plugin, somehow I did something wrong, thank u =)

    Btw, I tested customize in PluginEnablerDisabler and it said

    (The name 'Key' does not exist in the current context)
    PluginEnablerOrDisablerPlugin.cs :

    Code:
    using SharpDX.DirectInput; 	// This line at the beginning of the file, if not exist, look in the first 4-5 lines
    Last edited by RNN; 03-25-2020 at 08:28 AM.

  17. #30
    Saico's Avatar Active Member
    Reputation
    21
    Join Date
    Apr 2019
    Posts
    379
    Thanks G/R
    35/20
    Trade Feedback
    0 (0%)
    Mentioned
    2 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by RNN View Post
    PluginEnablerOrDisablerPlugin.cs :

    Code:
    using SharpDX.DirectInput; 	// This line at the beginning of the file, if not exist, look in the first 4-5 lines
    Oh completely forgot about this command, thank u =)

Page 2 of 3 FirstFirst 123 LastLast

Similar Threads

  1. [V7.7] [INTERNATIONAL] [RNN] BountiesTracking
    By RNN in forum TurboHUD Community Plugins
    Replies: 40
    Last Post: 3 Days Ago, 12:22 PM
  2. [V8.0] [INTERNATIONAL] [RNN] DeathInMap
    By RNN in forum TurboHUD Community Plugins
    Replies: 2
    Last Post: 03-24-2020, 09:18 AM
  3. [v8.0] [INTERNATIONAL] [Resu] EquippedItemDurabilityPlugin
    By User5981 in forum TurboHUD Community Plugins
    Replies: 8
    Last Post: 11-30-2019, 01:05 AM
  4. [V8.0] [INTERNATIONAL] [RNN] Ip4Meta
    By RNN in forum TurboHUD Community Plugins
    Replies: 13
    Last Post: 09-14-2019, 10:10 AM
  5. [v8.0] [INTERNATIONAL] [Resu] PotionPerfectionPlugin
    By User5981 in forum TurboHUD Community Plugins
    Replies: 10
    Last Post: 03-09-2019, 04:14 AM
All times are GMT -5. The time now is 10:54 AM. Powered by vBulletin® Version 4.2.3
Copyright © 2024 vBulletin Solutions, Inc. All rights reserved. User Alert System provided by Advanced User Tagging (Pro) - vBulletin Mods & Addons Copyright © 2024 DragonByte Technologies Ltd.
Digital Point modules: Sphinx-based search