Bounty direction plugin menu

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  1. #1
    MrOne's Avatar Contributor
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    Bounty direction plugin

    I know that once there was an attempt to create such a plugin but don't remember what happens whit it

    Requirements:
    - two line types: on ground and on minimap + possibility to turn off
    - line only showing on map where bounty is
    - line show directions to:
    * next level
    * objective like chest, monster to kill etc.
    - if more than one objective like "Queen's dessert" then show line to closest one

    Possible??

    Bounty direction plugin
  2. Thanks ADV2015 (1 members gave Thanks to MrOne for this useful post)
  3. #2
    MrOne's Avatar Contributor
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    No one?

  4. #3
    SeaDragon's Avatar Contributor
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    I think it's impossible.
    Limited to distance
    Maybe there are other ways to do it?

  5. #4
    Xenthalon's Avatar Active Member
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    There is some support for this in Thud, there is a LineFromMeShapePainter.cs in the Default/ShapePainters folder.

    You use it like this:

    Code:
    Hud.GetPlugin<MarkerPlugin>().Decorator.Add(new MapShapeDecorator(Hud)
    {
        Brush = Hud.Render.CreateBrush(192, 255, 255, 55, -1),
        ShapePainter = new LineFromMeShapePainter(Hud)
    });
    By extending the MarkerPlugin this draws a direct line from you on the map to all markers (i.e. Bounty targets, Rift guardians etc).

    Looks like this:



    Also shows on the minimap, which is useful is the bounty goal is way out of the map. Don't know why KJ hasn't enabled this by default, it's incredibly useful and I always have it active.

    I'm sure it can be adapted to display on ground as well, but you have to figure that one out yourself. Also it draws to all targets, so if there is a key warden and a bounty objective you will have two lines showing.
    Last edited by Xenthalon; 06-13-2018 at 01:10 PM.

  6. Thanks Turbro (1 members gave Thanks to Xenthalon for this useful post)
  7. #5
    lkvN's Avatar Member
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    Can you pass the complete code? Since I do not have that and when I add it, it does not work.
    Thank you!

    (Google translate)

  8. #6
    Xenthalon's Avatar Active Member
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    My code is supposed to go in your Customization Plugin (examples for that are in folder TurboHUD\plugins\User). A full example, if the file is in the User folder and named MyCustomizationPlugin.cs:

    Code:
    using Turbo.Plugins.Default;
    
    namespace Turbo.Plugins.User
    {
    
        public class MyCustomizationPlugin : BasePlugin, ICustomizer
        {
    
            public MyCustomizationPlugin()
            {
                Enabled = true;
            }
    
            public override void Load(IController hud)
            {
                base.Load(hud);
            }
    
            // "Customize" methods are automatically executed after every plugin is loaded.
            // So these methods can use Hud.GetPlugin<class> to access the plugin instances' public properties (like decorators, Enabled flag, parameters, etc)
            // Make sure you test the return value against null!
            public void Customize()
            {
                Hud.GetPlugin<MarkerPlugin>().Decorator.Add(new MapShapeDecorator(Hud)
                {
                    Brush = Hud.Render.CreateBrush(192, 255, 255, 55, -1),
                    ShapePainter = new LineFromMeShapePainter(Hud)
                });
            }
    
        }
    
    }

  9. Thanks Levithan (1 members gave Thanks to Xenthalon for this useful post)
  10. #7
    Xenthalon's Avatar Active Member
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    So I decided to make a small plugin for your request, it doesn't have all the features you want, but it's pretty close.

    Link - AdvancedMarkerPlugin

  11. Thanks Arkahr (1 members gave Thanks to Xenthalon for this useful post)

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