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  1. #631
    KillerJohn's Avatar TurboHUD HUDmaster CoreCoins Purchaser Authenticator enabled
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    Originally Posted by Arkahr View Post
    Hmm as for now i came up with those features :
    1. info about his/her location next to player avatar (ex. Dungeon Keep lvl 1, New Tristam, etc.)
    Sadly you can "see" people at a maximum distance like monsters and everything.

    The usual labels and arrows and pings are pretty simple, I can do that.

    Originally Posted by enigma1989 View Post
    then you will see jumping numbers when you play with a CM wiz
    i especially like the idea with the location (maybe also if its possible: display how many monster are around that player - i think everyone spawned in a big pack before and died almost instantly )
    As I sad above, you can see and know stuff about players NEAR to your position (~+1-1.5 screens)

    Originally Posted by Arkahr View Post
    Another feature i thought of is tracing other character movement to show his path - could be usefull to follow others and picking up the loot left by his/her killing spree

    Our character once he is close to the path ex. 7-10 y make it shorter, and so on. Probably this should have to make path points every 7-10 y.
    Just poped in my mind, dont know if its hard to make
    And the same answer: I can record his path only when I "see" him.
    Last edited by KillerJohn; 01-22-2013 at 09:15 AM.

    [MOD] TurboHUD <-- The very first thread TurboHUD had ever
  2. #632
    mrdarcy's Avatar Member
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    I love the idea of knowing where team mates are on the mini-map, though again like it was stated before, I don't believe we need to know all the skills of that player.

    Something that I think would be extremely beneficial after playing with Turbohud last night would be: Just like the "pinged" items in your inventory, the players in your party had the same "pulsating" circle around their character. That pulsating circle would be green and would change as they lost health. This could be very helpful during fights if you need to heal, or throw a buff on that character. This would also be HUGE in hardcore playing. It can be quite distracting having to look at the mini-map to find your mate when you are fighting desecrator elites This same concept could be used on elite packs but I could see that too much.


    I also have a random question from something I read in the manual last night that I couldn't quite get. It seems that we can add a circle radius to our attacks? I am a demon hunter and I tried adding that to the config file last night, but to no avail. This would be extremely helpful seeing exactly how wide those attacks are hitting mobs to better save my hatred. Any advice would be great!!!

    Also where are the codes for colors? I'm having to reference colors of already posted items i.e. pinged inventory=green and so on.

    Killer you rock bud.

  3. #633
    azgul's Avatar Member
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    Originally Posted by enigma1989 View Post
    then you will see jumping numbers when you play with a CM wiz

    but good ideas anyway
    i especially like the idea with the location (maybe also if its possible: display how many monster are around that player - i think everyone spawned in a big pack before and died almost instantly )
    I doubt that it is possible to (easily, if at all) record the Critical Mass procs which reduces the cooldown.

  4. #634
    azgul's Avatar Member
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    Originally Posted by mrdarcy View Post
    Also where are the codes for colors? I'm having to reference colors of already posted items i.e. pinged inventory=green and so on.
    It's RGB color codes: The Other RGB Color Chart

    Of course that's only a small set of possiblities - I think you need a decent piece of software like Photoshop to play around in to find something more exotic. But I guess the interwebs can help you

  5. #635
    KillerJohn's Avatar TurboHUD HUDmaster CoreCoins Purchaser Authenticator enabled
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    Originally Posted by mrdarcy View Post
    I love the idea of knowing where team mates are on the mini-map, though again like it was stated before, I don't believe we need to know all the skills of that player.
    I'll try to implement a mouse-hover mechanism to display the players' skills when you move the cursor over their icon...

    Originally Posted by mrdarcy View Post
    Something that I think would be extremely beneficial after playing with Turbohud last night would be: Just like the "pinged" items in your inventory, the players in your party had the same "pulsating" circle around their character. That pulsating circle would be green and would change as they lost health. This could be very helpful during fights if you need to heal, or throw a buff on that character. This would also be HUGE in hardcore playing. It can be quite distracting having to look at the mini-map to find your mate when you are fighting desecrator elites This same concept could be used on elite packs but I could see that too much.
    So, do you think that labels, arrows and minimap pings are not fit to this case, but I should draw a pulsating circle around the PLAYER (not the icon!), with a color and speed change when the player's health is going low? For example I make 5 colors for 5 levels (0-20, 20-40, 40-60, 60-80, 80-100) of health%, going from RED to GREEN, and the ping's speed is increasing with the lower health values? I can do that...

    Originally Posted by mrdarcy View Post
    I also have a random question from something I read in the manual last night that I couldn't quite get. It seems that we can add a circle radius to our attacks? I am a demon hunter and I tried adding that to the config file last night, but to no avail. This would be extremely helpful seeing exactly how wide those attacks are hitting mobs to better save my hatred. Any advice would be great!!!
    Just look for the tag <circles> in your config.xml, and everything is there! The best practice is to make all 6 pre-set entries to enabled = 1, and try look on your HUD, and then you will understand everything

    Originally Posted by mrdarcy View Post
    Also where are the codes for colors? I'm having to reference colors of already posted items i.e. pinged inventory=green and so on.
    Color codes are made of 4 components:
    A,R,B,G
    A = alpha, 0 = not visible, 255 = solid color
    R,G,B = red, green, blue components, from 0 to 255. pure green is 255,0,255,0
    just look at this: RGB Color Codes Chart

  6. #636
    KillerJohn's Avatar TurboHUD HUDmaster CoreCoins Purchaser Authenticator enabled
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    currently I'm playing desert strike in SC2, and wondering about party play support, so don't be shy, post all your ideas guys

  7. #637
    mrdarcy's Avatar Member
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    "So, do you think that labels, arrows and minimap pings are not fit to this case, but I should draw a pulsating circle around the PLAYER (not the icon!), with a color and speed change when the player's health is going low? For example I make 5 colors for 5 levels (0-20, 20-40, 40-60, 60-80, 80-100) of health%, going from RED to GREEN, and the ping's speed is increasing with the lower health values? I can do that..."

    Yes this would be amazing Though I still think arrows and pings on the mini-map still have a purpose. If the team mate is out of sight, then the arrow could be changing colors based on the health of that character. The mini-map "ping" could also change colors.

    "Just look for the tag <circles> in your config.xml, and everything is there! The best practice is to make all 6 pre-set entries to enabled = 1, and try look on your HUD, and then you will understand everything"

    I added the skill "ball lightning" to the <circle> config and it didn't work, though I am confused if i need to put "elemental arrow,ball lightning" there to show what attack/rune was selected. hope that made sense.

  8. #638
    azgul's Avatar Member
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    If you look in the powers.txt I believe "demonhunter_elementalarrow" is what you're looking for. So if the radius of ball lightning is 5 yd, you should write demonhunter_elementalarrow/5 - have you tried that?

  9. #639
    KillerJohn's Avatar TurboHUD HUDmaster CoreCoins Purchaser Authenticator enabled
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    Originally Posted by mrdarcy View Post
    "So, do you think that labels, arrows and minimap pings are not fit to this case, but I should draw a pulsating circle around the PLAYER (not the icon!), with a color and speed change when the player's health is going low? For example I make 5 colors for 5 levels (0-20, 20-40, 40-60, 60-80, 80-100) of health%, going from RED to GREEN, and the ping's speed is increasing with the lower health values? I can do that..."

    Yes this would be amazing Though I still think arrows and pings on the mini-map still have a purpose. If the team mate is out of sight, then the arrow could be changing colors based on the health of that character. The mini-map "ping" could also change colors.

    "Just look for the tag <circles> in your config.xml, and everything is there! The best practice is to make all 6 pre-set entries to enabled = 1, and try look on your HUD, and then you will understand everything"

    I added the skill "ball lightning" to the <circle> config and it didn't work, though I am confused if i need to put "elemental arrow,ball lightning" there to show what attack/rune was selected. hope that made sense.
    You can find power codes in \doc\powers.txt
    You have to put there this: demonhunter_elementalarrow/1
    This means that the corresponding circle will be visible only when that skill is selected on your skill bar.

    Originally Posted by azgul View Post
    If you look in the powers.txt I believe "demonhunter_elementalarrow" is what you're looking for. So if the radius of ball lightning is 5 yd, you should write demonhunter_elementalarrow/5 - have you tried that?
    No the number after the / symbol is the rune You have to put there * if you don't want to filter the circle to a rune, only for a skill

  10. #640
    mrdarcy's Avatar Member
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    Originally Posted by KillerJohn View Post
    You can find power codes in \doc\powers.txt
    You have to put there this: demonhunter_elementalarrow/1
    This means that the corresponding circle will be visible only when that skill is selected on your skill bar.



    No the number after the / symbol is the rune You have to put there * if you don't want to filter the circle to a rune, only for a skill
    So will it automatically know the radius of the attack?

  11. #641
    KillerJohn's Avatar TurboHUD HUDmaster CoreCoins Purchaser Authenticator enabled
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    Originally Posted by mrdarcy View Post
    So will it automatically know the radius of the attack?
    No, you have to put the radius into every circle tag.

  12. #642
    KillerJohn's Avatar TurboHUD HUDmaster CoreCoins Purchaser Authenticator enabled
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    Originally Posted by mrdarcy View Post
    "So, do you think that labels, arrows and minimap pings are not fit to this case, but I should draw a pulsating circle around the PLAYER (not the icon!), with a color and speed change when the player's health is going low? For example I make 5 colors for 5 levels (0-20, 20-40, 40-60, 60-80, 80-100) of health%, going from RED to GREEN, and the ping's speed is increasing with the lower health values? I can do that..."

    Yes this would be amazing Though I still think arrows and pings on the mini-map still have a purpose. If the team mate is out of sight, then the arrow could be changing colors based on the health of that character. The mini-map "ping" could also change colors.

    "Just look for the tag <circles> in your config.xml, and everything is there! The best practice is to make all 6 pre-set entries to enabled = 1, and try look on your HUD, and then you will understand everything"

    I added the skill "ball lightning" to the <circle> config and it didn't work, though I am confused if i need to put "elemental arrow,ball lightning" there to show what attack/rune was selected. hope that made sense.
    Well, after thinking abour it I'm not sure that the usual arrow,label,ping thing is good idea. There are too many arrows... And in HC multiplayer games if people are offscreen, they are nuts.
    Your colored pulsing circle idea is gooooood! I'm currently thinking about how to indicate with that pulsing circle, that the corrensponding player's "health potion" cooldown is active, so he can't drink. The reason behind is that if you are at 50% health, with a possibility to drink a potion doesn't mean that you are in danger. But if you can't drink a potion and under 50%, then you are pretty much dead (with cmww wizard for example)

  13. #643
    mrdarcy's Avatar Member
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    After studying the screenshot you just posted, I have another idea. If a player joins your game, can you post dps of that player? Perhaps the dmg/sec he is outputting? I know for me personally, when a new member joins the first thing I do is.... Insta-check his profile lol (maybe a bit creepy) but I usually want to see if he is up to par. If you really wanted to get in-depth, you could post atk speed. This would be huge in finding a good cm wiz.

  14. #644
    KillerJohn's Avatar TurboHUD HUDmaster CoreCoins Purchaser Authenticator enabled
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    Originally Posted by mrdarcy View Post
    After studying the screenshot you just posted, I have another idea. If a player joins your game, can you post dps of that player? Perhaps the dmg/sec he is outputting? I know for me personally, when a new member joins the first thing I do is.... Insta-check his profile lol (maybe a bit creepy) but I usually want to see if he is up to par. If you really wanted to get in-depth, you could post atk speed. This would be huge in finding a good cm wiz.
    I can't calculate sheet DPS... But Blizzard servers are counting a special attribute (called DPS lol...) and sending down to your clients. It is a running average of your DPS, and this is the base of the top DPS graph. Next time in a multiplayer game I'll check about the "other players" DPS attribute. But it is based on the average of the real, dealed damage (including dots, singlehits, everything) in the last few seconds. If this works, then it would be nice to display this plain value near to the player's icons
    Last edited by KillerJohn; 01-22-2013 at 10:53 AM.

  15. #645
    Arkahr's Avatar Active Member
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    I know that editing config file doesn't hurt, but i'll ask anyway

    editing mode for TurboHud in which you freely move, stretch, change color of elements

    /me hides

    yeah i know lazy as f* so dont be mad

    Bug:

    Healthpotions drop rule doesn't work for me
    Last edited by Arkahr; 01-22-2013 at 11:24 AM.

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