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  1. #661
    azgul's Avatar Member
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    Originally Posted by enigma1989 View Post
    it depends on what you want to be the center... if its an aoe spell use the center :"cursor" and then if the aoe is over 7 yards for example put in a 7 as the radius
    and in the video i have sound(just checked it) maybe update your flash player or try it in a different browser or a different computer...
    at 1:50 the stuff with the circles is explained
    I reckon that he watched the embedded video instead of the linked ones below it

    [MOD] TurboHUD <-- The very first thread TurboHUD had ever
  2. #662
    KillerJohn's Avatar TurboHUD HUDmaster CoreCoins Purchaser Authenticator enabled
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    :d :d :d :d :d

  3. #663
    mrdarcy's Avatar Member
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    I don't know if this is feasible or not. Is there any way to have a radius for your attack not be cursor based? For example, If I shoot a Ball Lightning out, and it has a radius of 12 yards (I think the exact yardage is 15), would you be able to create the radius around the attack instead of the cursor? As of right now, we would have multiple radiuses around our cursor to indicate the aoe of different skills. It would be much more effective to have the radius around the skill itself. Hope I communicated that well

  4. #664
    KillerJohn's Avatar TurboHUD HUDmaster CoreCoins Purchaser Authenticator enabled
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    Originally Posted by mrdarcy View Post
    I don't know if this is feasible or not. Is there any way to have a radius for your attack not be cursor based? For example, If I shoot a Ball Lightning out, and it has a radius of 12 yards (I think the exact yardage is 15), would you be able to create the radius around the attack instead of the cursor? As of right now, we would have multiple radiuses around our cursor to indicate the aoe of different skills. It would be much more effective to have the radius around the skill itself. Hope I communicated that well
    I still don't understand "create the radius around the attack"?

  5. #665
    mrdarcy's Avatar Member
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    Originally Posted by KillerJohn View Post
    I still don't understand "create the radius around the attack"?
    Yessir, So say I shoot a ball lightning as a DH, a single ball lightning has a radius of 15 yards. As of right now, the aoe of that attack is shown by the circle around my cursor. So my question is: rather than having the radius be shown around the cursor. Can the radius be placed on the attack itself. As the ball lightning is moving across the screen you see it's radius travel with it. This way if we wanted to have multiple radius' for different attacks, we won't have three sets of circles around our cursors, but we would have the radius' located on the attack/skill itself.

  6. #666
    KillerJohn's Avatar TurboHUD HUDmaster CoreCoins Purchaser Authenticator enabled
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    Originally Posted by mrdarcy View Post
    Yessir, So say I shoot a ball lightning as a DH, a single ball lightning has a radius of 15 yards. As of right now, the aoe of that attack is shown by the circle around my cursor. So my question is: rather than having the radius be shown around the cursor. Can the radius be placed on the attack itself. As the ball lightning is moving across the screen you see it's radius travel with it. This way if we wanted to have multiple radius' for different attacks, we won't have three sets of circles around our cursors, but we would have the radius' located on the attack/skill itself.
    You mean around the projectile? WOW that would we so f*ck*ng advanced... everything is possible, but figuring out all of the projectile actor IDs... this is a huge project...

  7. #667
    mrdarcy's Avatar Member
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    Originally Posted by KillerJohn View Post
    You mean around the projectile? WOW that would we so f*ck*ng advanced... everything is possible, but figuring out all of the projectile actor IDs... this is a huge project...

    Hahaha you said dream BIG!!! No, I know it would be difficult, though you do have a ton of fans willing to help: find radius' per character per skill. We could create a doc and update per character. I think could be a HUGE advancement But again, just a thought

  8. #668
    KillerJohn's Avatar TurboHUD HUDmaster CoreCoins Purchaser Authenticator enabled
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    Originally Posted by mrdarcy View Post
    Hahaha you said dream BIG!!! No, I know it would be difficult, though you do have a ton of fans willing to help: find radius' per character per skill. We could create a doc and update per character. I think could be a HUGE advancement But again, just a thought
    There is already a table for informations like this, but contains no information about moving projectiles. Maybe I should add a new attack type, and make different "attack type" columns for all runes: LINK

    EDIT: I made a new attack type: "AOE around projectile", guys, please re-check and fill the attack type column!
    If you want features like this, I can code that (I hope so), but I never played anything but wizard, so go and fill that table (wizard too, because I'm lazy...)
    Last edited by KillerJohn; 01-23-2013 at 12:53 PM.

  9. #669
    KillerJohn's Avatar TurboHUD HUDmaster CoreCoins Purchaser Authenticator enabled
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    13.1.23.0
    - beta timebomb is still 2013. february 1.
    - improved: buff timers are processed in a more efficient way
    - experimental: complete rewrite of player information readings (please post bugs as always...)
    - changed: disabled "Slow Time" timer because Diablo has no real timer inside the memory for it
    - added: reading and logging the character name
    - added: game clock (<utility><game_clock>) to the top right corner, auto-fit under the difficulty and system clock label
    - added: "Scorched Chapel" area
    - changed: HUD is turning off in PvP area(s)
    - changed: Resplendent Chest labels are changed from "Chest" to "Resplendent Chest"
    - added: array,label,ping options for normal chests (with the "Chest" label)
    - added: debug hotkey: Ctrl+Alt+D (see Release Notes in .\doc\manual.txt)
    - fixed: a bug with shrine state detection
    NOTE: this release is for 1.0.6, not 1.0.7, but it contains 1.0.7 items and areas too

  10. #670
    Arkahr's Avatar Active Member
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    Bug:
    - debug hotkey: Ctrl+Alt+D doesn't seem to work - no file is created
    - healthpotions are not shown if added to drop list

  11. #671
    KillerJohn's Avatar TurboHUD HUDmaster CoreCoins Purchaser Authenticator enabled
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    Originally Posted by Arkahr View Post
    Bug:
    - debug hotkey: Ctrl+Alt+D doesn't seem to work - no file is created
    - healthpotions are not shown if added to drop list
    Hotkey is working for me. Others?
    Healthpotions are not supported in drop.xml, they are in a separate list inside the HUD (separated from loot).

  12. #672
    Arkahr's Avatar Active Member
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    Oh, now i remember what happened - ctr+alt+d was mapped to start DIII my bad sorry

  13. #673
    angra311's Avatar Corporal
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    KJ I'm getting a crash on 23. I also had a crash on .20. .15 works fine for me. What info should I obtain and send/post to help debug? It's almost certainly something stupid on my end.

  14. #674
    Dreadzone's Avatar Member
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    Anyone else having troubles with CTRL + C after starting this program? Downloaded it about a week ago and I've loved it ever since, however I just realised that every time I start the program my control + copy keybinds do not work, but yeah.. anyone else experiencing this issue?

    OT - All creds to you John, thanks for this program

  15. #675
    azgul's Avatar Member
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    ctrl c is shortcut for making a screenshot without the hud on it. it'll be saved in the /capture folder

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