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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
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JohnWick (1 members gave Thanks to bobgao for this useful post)
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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
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cherouvim13 (1 members gave Thanks to prrovoss for this useful post)
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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.
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Originally Posted by
bobgao
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^^)?
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Contributor
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?
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Member
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
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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.
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Contributor
thud is not "seeing" this actor. so a real proof would be great.
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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.
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do we need a [request] thread @KJ ??
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Active Member
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
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Originally Posted by
d2k2
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
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17.12.8.0 STABLE for Diablo III 2.6.1.47919 (v7.6)
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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
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Killerjohn is possible see who taked the last pylon?, player name on party?
regards
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