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Ping Direction  Popular! (More than 5000 hits)

Version: 0.0.7-20100
by: Silh [More]

Ping Direction was written around an idea that popped up during an Ossirian fight. The addon displays a red arrow on your screen pointing in the direction of the last ping received. Though it's not really that hard to figure out the direction to go by looking at the minimap, I thought it would be fun to do something like this.

As of 0.0.4, there is now a second arrow accessible via the /gps command, where you can feed it a set of xx,yy outside coordinates and it'll point an arrow towards them until you reach said coordinates, where it will then disappear. Note that if you use this inside instances, the arrow will be stuck pointing in one direction due to lack of coordinate information inside instances. Also if you change zones while the arrow is active, it will point to xx,yy of the current zone as there is no relative position tracking between zones.

As of 0.0.5, there is now an option to have the arrows properly adjusted for your camera angle, so you don't necessarily have to be directly behind the player. However, this will eat up your 5th preset camera slot, since the only method I have been able to find to retrieve camera angle is to save the camera position to one of the preset slots, and then GetCVar() the camera pitch and yaw. Use /pingdir camera to enable/disable this option--it is disabled by default because I don't want to overwrite someone's 5th camera slot arbitrarily.

Options available:
/pingdir on/off - enables/disables
/pingdir fps # - set updates per second. Default is 10
/pingdir fadetime # - set time in seconds for arrow to fade away. Default is 2s.
/pingdir ratio # - set Y ratio, to give a more squished perspective-type appearance. Default is 0.5
/pingdir scale # - scale arrow
/pingdir ##,## - Point the arrow in the direction of map coordinates ##,## (outside)
/pingdir text - toggle text display above arrow
/pingdir camera - toggle compensation for camera location
/gps ##,## - enable persistent arrow pointing to map coordinates (outside). Arrow will fade when you reach the coordinates.
/gps alpha # - set persistent arrow alpha
/gps off - turn off the persistent arrow

0.0.7 - Now working with rotating minimap
0.0.6 - Removed the 0.05,0.05 fudge factor on ping coordinates which was required pre-patch-2.1, pings should now be pointing in the right direction
0.0.5 - Added persistent arrow alpha option. Added compensation for camera angle, so you don't have to be behind the player for the right direction, woohoo!
0.0.4 - Added 2nd persistent arrow (using /gps command as quick to type), optional text display, and scaling.
0.0.3 - Add decimal point support for x,y coordinates
0.0.2 - Added ability to point the arrow towards specified x,y coordinates when outside instances
0.0.1 - Initial release

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Unread 04-27-09, 06:13 PM  
Tageshi
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I have uploaded patched version here.

http://www.wowinterface.com/download...ansUpdate.html
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Unread 04-27-09, 01:39 AM  
Tageshi
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Re: Fix for patch 3.1

Additional fix for Ratate Minimap.
Add following after line 237 of PingDir.lua
if (LastXY == "ping") then
PingAngle = PingAngle + GetPlayerFacing();
end
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Unread 04-27-09, 12:34 AM  
Tageshi
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Fix for patch 3.1

To make it work for patch 3.1

Change these code at line 179 of PingDir.lua
if not minimapPlayerModel then return; end
local Facing = minimapPlayerModel:GetFacing() - (1.5 * math.pi); -- radians, 0 = east
as below
local Facing = GetPlayerFacing() - (1.5 * math.pi); -- radians, 0 = east
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Unread 08-03-08, 01:14 AM  
Tageshi
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LibCamera

As of 0.0.5, there is now an option to have the arrows properly adjusted for your camera angle, so you don't necessarily have to be directly behind the player. However, this will eat up your 5th preset camera slot, since the only method I have been able to find to retrieve camera angle is to save the camera position to one of the preset slots, and then GetCVar() the camera pitch and yaw. Use /pingdir camera to enable/disable this option--it is disabled by default because I don't want to overwrite someone's 5th camera slot arbitrarily.
How about to add support for this lib?
It's seems good lib to adjuest for any camera angle.

http://www.wowinterface.com/download...amera-1.0.html
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Unread 11-11-07, 06:50 PM  
Thortok2000
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Originally posted by Silh
[b]That would require addition of some sort of database of X/Y scales for each zone (most likely in the form of a library someone else has created)... it's something I've thought about doing from time to time, but to be honest it always seemd like too much of a bother to implement...
MapLibrary is the library I've heard of that does this, I think. There may be other newer, up to date libraries.

Possible... but I would think it not terribly practical (at least if you used a linear correlation; you'd probably have to use a curve of some sort) since the arrow would probably be too faint to see once you got in the last few % of distance. A size or some other indicator is something I've thought about using instead.
Yes, 'too faint to see the last few %' is what I was looking for, since I'm there already. I've noticed that your mod also only detects if you're 'there' if you get to the exact spot, including the tenth of a coordinate accuracy. You could also set the 'minimum alpha' as 10%, so it won't go below that until I'm there and it clears itself.

Was going to add that... someday . The variables are already there, it's just using default values at the moment. If you want to change them right now, you can edit your defaults.lua file... the last 3 lines.
Will do, thanks!

I have no trouble with it right now as long as rotating minimap is off, whether turning the camera with left-clicking or right-clicking. The only thing I can think of is that you might have another addon that's blocking the detection of left-clicking (since the game only returns IsMouseLooking() for the right mouse button).
Only addon I know of that might be doing this is Fishing Ace.
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Unread 11-08-07, 02:23 PM  
Silh
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Originally posted by Thortok2000
2 - The 'text', instead of saying 20.0. 20.0, I'd like to know distance, in yards.
That would require addition of some sort of database of X/Y scales for each zone (most likely in the form of a library someone else has created)... it's something I've thought about doing from time to time, but to be honest it always seemd like too much of a bother to implement...

3 - I would like to 'alpha' based on my distance to target. 100% is the farthest I have ever been from my current target (which resets if I go farther away from the target than I was when I started). 0% is when I reach my target. So as I approach it, the arrow fades away.
Possible... but I would think it not terribly practical (at least if you used a linear correlation; you'd probably have to use a curve of some sort) since the arrow would probably be too faint to see once you got in the last few % of distance. A size or some other indicator is something I've thought about using instead.

4 - Option to set the color of the arrow. Personally I would prefer red.
Was going to add that... someday . The variables are already there, it's just using default values at the moment. If you want to change them right now, you can edit your defaults.lua file... the last 3 lines.

5 - Lower the 'layer priority' so that if ANY window is open on top of it, it's behind the window instead of blocking my view of the window. I'd like the arrow to be the lowest possible layer priority.
6 - A keybinding to remove the current persistent arrow.
Those sound good to me

Note: These are ALL the various ways you need to support, so when you're testing, check all of them: (All of the below assume that the camera detection is ON.)

Rotating Minimap On, turning camera with right mouse button. (Broken!)
Rotating Minimap On, turning camera with left mouse button. (Works!)
Rotating Minimap On, not turning camera with any mouse button. (Broken!)

Rotating Minimap Off, turning camera with right mouse button. (Works!)
Rotating Minimap Off, turning camera with left mouse button. (Broken!)
Rotating Minimap Off, not turning camera with any mouse button. (Works!)
I have no trouble with it right now as long as rotating minimap is off, whether turning the camera with left-clicking or right-clicking. The only thing I can think of is that you might have another addon that's blocking the detection of left-clicking (since the game only returns IsMouseLooking() for the right mouse button).

The rotating minimap is a whole other issue which has caused me much grief, since the method of determining the direction the player is facing is to use the angle of the player arrow on the minimap... but if you have the minimap set to rotating, the player arrow is always pointing straight up. I found a workaround a few patches ago, but it seems like that's been changed. Whether I can get it working again or not depends if there's some other method available to determine the player angle when rotating minimap is enabled.

I'll keep these suggestions in mind, but I haven't had much/any time to work on addons the last while; will get around to it when I can!
Last edited by Silh : 11-08-07 at 02:25 PM.
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Unread 11-04-07, 08:16 AM  
Thortok2000
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I've used this mod for 5 seconds and I love it.

What I'd like to see:

1 - Support the rotating minimap for real. I type /gps 20,20, and the arrow changes only if I move the camera by left-click-hold. If I move the camera by right-click-hold (or not moving the camera), the arrow points the same place no matter which way I face or point the camera. Turning rotating minimap off fixes this. (See Note)
2 - The 'text', instead of saying 20.0. 20.0, I'd like to know distance, in yards.
3 - I would like to 'alpha' based on my distance to target. 100% is the farthest I have ever been from my current target (which resets if I go farther away from the target than I was when I started). 0% is when I reach my target. So as I approach it, the arrow fades away.
4 - Option to set the color of the arrow. Personally I would prefer red.
5 - Lower the 'layer priority' so that if ANY window is open on top of it, it's behind the window instead of blocking my view of the window. I'd like the arrow to be the lowest possible layer priority.
6 - A keybinding to remove the current persistent arrow.

Note: These are ALL the various ways you need to support, so when you're testing, check all of them: (All of the below assume that the camera detection is ON.)

Rotating Minimap On, turning camera with right mouse button. (Broken!)
Rotating Minimap On, turning camera with left mouse button. (Works!)
Rotating Minimap On, not turning camera with any mouse button. (Broken!)

Rotating Minimap Off, turning camera with right mouse button. (Works!)
Rotating Minimap Off, turning camera with left mouse button. (Broken!)
Rotating Minimap Off, not turning camera with any mouse button. (Works!)
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Last edited by Thortok2000 : 11-04-07 at 08:35 AM.
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Unread 08-21-07, 04:51 AM  
Gaeline
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It's a shame, it really would of been an essential addon for everyone if you could.

Our Arena teams love this by the way, especially those that do not speak on TeamSpeak.
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Unread 08-15-07, 12:42 PM  
Fin
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Originally posted by Gaeline
Out of interest, would it be possible to ping if there is a mineral node appearing on the mini map?
FYI, this isn't possible due to the nature of the API - no information is available for use in scripting.

[edit: although it would be a cool feature.]
Last edited by Fin : 08-15-07 at 12:44 PM.
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Unread 08-15-07, 03:46 AM  
Gaeline
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Out of interest, would it be possible to ping if there is a mineral node appearing on the mini map? I'm guessing that WoW sends information to the client to tell them when a node is close. This would be a great addition as I really wouldn't have to look at the mini map that much any more and could concentrate on acrobatics while flying

Great addon already, I added it to our guild essential addon pack since its an easy way of getting someone's attention when you need them to move in a certain way or alert them to something. Keep up the good work.
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Unread 08-11-07, 01:16 AM  
Wikwocket
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Might it be possible, or interesting to add, an optional display of how far it is to the coordinates entered? I know that when I am tracking a quest objective etc, I am interested in which way it is, but also how close I am getting.
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Unread 06-30-07, 12:08 PM  
Silh
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Re: Hey

Originally posted by Pumadyt
I have a question.... Cause now i tracked a quest so i can see the quest and what i shall do in it i KNOW that i shall find a Stormpike man ... but shouldn't it show me where to go then?
Addons don't have any way to get information about where an NPC or object is, so there's no way for it to tell you where to go (unless someone wanted to spend the time building an in-game database of coordinates for every single NPC and object in the game and cross-reference it with every single quest in the game, which would be a lot of work).

Your best bet is to look up the coordinates on allakhazam/thottbot/wowhead for the quest you are on, and then you can type /gps xx, yy (putting in the x and y coordinates), and it'll give you an arrow towards that location. There's no way for an addon to do this automatically though, so it's something you have to do yourself.
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Unread 06-29-07, 03:53 PM  
Pumadyt
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Hey

I have a question.... Cause now i tracked a quest so i can see the quest and what i shall do in it i KNOW that i shall find a Stormpike man ... but shouldn't it show me where to go then?
Last edited by Pumadyt : 06-29-07 at 03:57 PM.
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Unread 06-23-07, 03:47 PM  
Silh
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Re: direction

Well, finally found some time to update...

Originally posted by Draque
Pingdir worked fine for me, but since 2.1 the direction is wrong and constanly showing a little to far to the right.
0.0.6 should fix this. Looks like as of 2.1 GetPingCoordinates() is properly centered now instead of offset, so removed the fudge factor, and pings should be pointing in the right direction.

Haven't had time to figure out the changes with the rotating minimap yet. The ping arrow seems to point in the right direction if you're not mouselooking, but as soon as you are mouselooking, the coordinates returned change to something different.

Originally posted by wraithpc
This is default as far as i know, what happens is when I ping, or do the /pingdir camera it changes, I'm guessing from a default of camera 1 to camera 4.... Camera 4 does not self center so i have to go into config.wtf and delete the SET cameraView "4" this returns to default camera, and once again the auto correcting camera angle.

EDIT:

Bottom Line is the mod is in some way responsible for the "SET cameraView "4" line being written to the config.wtf file, this in turn breaks my preferred camera follow method, and requires me to manually go in and delete the fore mentioned line, once done it returns to my preference.
Odd... I still can't seem to reproduce this effect. The cameraView in config.wtf stays consistent and doesn't get set to "4" regardless of what I do in the addon. Is there a cameraView "0" line in there which gets changed to "4" when the addon is running? (0 being the default #1 preset, 4 being #5, which is what the addon uses). If there isn't a cameraView "0", does adding it solve anything?

(Edit: Minor formatting; put 0.0.7 instead of 0.0.6 accidentally)
Last edited by Silh : 06-24-07 at 12:36 AM.
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Unread 06-11-07, 04:46 AM  
Draque
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direction "offset"

Hi,

thank you for your work.

Pingdir worked fine for me, but since 2.1 the direction is wrong and constanly showing a little to far to the right.

Is there something i can do about it ?

Thanks
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