WE can draw Oculus Ring Buff Circle in TurboHUD menu

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  1. #1
    bobgao's Avatar Member
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    WE can draw Oculus Ring Buff Circle in TurboHUD

    http://www.ownedcore.com/forums/diab...30-oculus.html
    @SeaDragon

    http://www.ownedcore.com/forums/diab...us-circle.html
    @JackCeparou


    Jack said "402461 is the sno for Oculus Ring item power, not the oculus ground circle. Afaik there is no actor for oculus ground circle => not possible to draw something for them."

    But I found there is a ActorSnoId == 433966 for Oculus ring circle position in DemonBuddy. I think it should be same ID in TurboHUD.
    And Oculus ring circle position.Z should be equal to Player.Position.Z.

    Now we know the actor ID, is it still impossible to draw a Oculus ring buff circle in TurboHUD?

    That's the description in DB:
    //[1FABA194] Type: ClientEffect Name: p2_itemPassive_unique_ring_017_dome-58267 ActorSnoId: 433966, Distance: 24.701

    WE can draw Oculus Ring Buff Circle in TurboHUD
  2. Thanks JohnWick (1 members gave Thanks to bobgao for this useful post)
  3. #2
    prrovoss's Avatar Contributor
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    the debug overlay in thud shows every actor that is "visible" to thud:
    https://i.imgur.com/tmxM1Z1.jpg

    and there is no actor present for the occulus buff. at least at the moment

  4. Thanks cherouvim13 (1 members gave Thanks to prrovoss for this useful post)
  5. #3
    bobgao's Avatar Member
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    The problem may be "Oculus ring circle position.Z should be equal to Player.Position.Z"
    I guess Z position of all the other ground effects are not equal to Player.Position.Z.
    That may be the reason.
    I hope KillerJohn see this post and have a test.

  6. #4
    prrovoss's Avatar Contributor
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    Originally Posted by bobgao View Post
    The problem may be "Oculus ring circle position.Z should be equal to Player.Position.Z"
    I guess Z position of all the other ground effects are not equal to Player.Position.Z.
    That may be the reason.
    I hope KillerJohn see this post and have a test.
    i dont think that this is of any relevance when it comes to just labeling all actors on screen like the debug overlay does.
    does demonbuddy actively use the occulus buff and positions itself inside it (and not just "sometimes", because that could be plain luck^^)?

  7. #5
    Stormreaver's Avatar Contributor
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    Is DB just listing a possible actor, or is it actually able to track the actor on the ground and draw something around it?
    Maybe DB is just interacting with the buff internally or something?

  8. #6
    bobgao's Avatar Member
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    DB usesthis ActorSNOId to detect the position of the Oculus ring circule buff. And use Player.Position.Distance(OculusRingCirle) < 9.5f to see if player has Oculus ring buff

  9. #7
    d07RiV's Avatar Member
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    Yes that is the correct actor (p2_itemPassive_unique_ring_017_dome) but it still doesn't work. They must use it's appearance somehow without placing the actual actor.. not sure how it works internally.

  10. #8
    prrovoss's Avatar Contributor
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    thud is not "seeing" this actor. so a real proof would be great.

  11. #9
    d2k2's Avatar Active Member
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    thud is filtering out some "invalid" ACD before passing them to the plugin system, like "generic_proxy". if you ask KJ nicely he will skip the oculus ACD (SNO: 4176) from the filter and we have it.


    Here is the code:

    if acd.powersno = 4176 && acd.GetAttributeValue(AttributeId.Power_Buff_1_Visual_Effect_None, 402461) == 1 then its an oculus acd
    Last edited by d2k2; 12-07-2017 at 06:20 PM.

  12. #10
    gjuz's Avatar Contributor
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    do we need a [request] thread @KJ ??

  13. #11
    d2k2's Avatar Active Member
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    we can not right now cause the ACD is not collected as you see on the Debugmode screenshot. i opened a new Request Thread.

    Please add Oculus Groundeffect ACD to the collector

  14. #12
    KillerJohn's Avatar TurboHUD HUDmaster CoreCoins Purchaser Authenticator enabled
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    Originally Posted by d2k2 View Post
    thud is filtering out some "invalid" ACD before passing them to the plugin system, like "generic_proxy". if you ask KJ nicely he will skip the oculus ACD (SNO: 4176) from the filter and we have it.


    Here is the code:

    if acd.powersno = 4176 && acd.GetAttributeValue(AttributeId.Power_Buff_1_Visual_Effect_None, 402461) == 1 then its an oculus acd
    how do you know HUD filters out "generic_proxy"?
    And yes, HUD filters out all actors where SNO = 4176
    Do not send me private messages unless it is absolutely necessary or the content is sensitive or when I ask you to do that...

  15. #13
    KillerJohn's Avatar TurboHUD HUDmaster CoreCoins Purchaser Authenticator enabled
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    17.12.8.0 STABLE for Diablo III 2.6.1.47919 (v7.6)
    NOTE: A clean install into an empty folder is required when updating from older than v7.6!
    NOTE: Be sure to have at least .NET 4.5.2, DirectX 11 and Windows 7 SP1 on your computer
    NOTE: Windows 7 users have to install Windows 7 SP1 and Platform Update. In exchange everybody can get a smoother HUD experience.
    NOTE: TurboHUD sends anonymous usage data to TurboHUD Dashboard!
    TurboHUD
    - changed: generic proxy actors (sno=4176) are no longer ignored
    - added: ISnoController.Attributes
    - added: IActor.GetAttributeValue
    - adedd: plugins\Default\Actors\OculusPlugin.cs
    you are welcome
    Do not send me private messages unless it is absolutely necessary or the content is sensitive or when I ask you to do that...

  16. Thanks d2k2, prrovoss, johnbl, itsmylife, gjuz (5 members gave Thanks to KillerJohn for this useful post)
  17. #14
    xblade2k7's Avatar Active Member
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    Killerjohn is possible see who taked the last pylon?, player name on party?

    regards

  18. #15
    bobgao's Avatar Member
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    Thanks ALL your help.

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