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09-14-2016, 10:22 AM
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The Undefeated
Forum posts: 5
File comments: 27
Uploads: 3
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Post to another channel
As far as I understand, I don't think it's possible to that because the Turbine.Shell.WriteLine() command will only post text to your own window, and the only way to insert a /wd or /glff that is not treated as "text" is to bind it to a button, which means that you need to press a button multiple times to send each location one line at a time.
I could write a loop that binds each location to a button and when it is pressed it changes it to the next location and so on until the chain is displayed.
eg...
bind 1: /wd location a
bind 2: /wd location b
bind 3: /wd location c
etc until all the locations have been displayed
I did try adding the channel in a dropdown list, but it would only display the list to my own console... it actually shows "/wd location info" to my own console rather than to world chat.
I guess they built that into the writeln command so that people cant spam the chat the channels
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07-02-2016, 11:54 PM
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The Wary
Forum posts: 0
File comments: 1
Uploads: 0
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Is there a way to send the plugin output to a specific chat tab, rather than just general?
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06-29-2016, 09:46 AM
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The Wary
Forum posts: 2
File comments: 7
Uploads: 0
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Great addon, thank you!
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05-26-2016, 08:28 AM
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The Undefeated
Forum posts: 5
File comments: 27
Uploads: 3
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Hey thanks for the bug report... I missed Dunharrow completely it seems!
Unless they added the stable and campsite in another update which wouldn't surprise me.
I've made the additions on my end for the next build.
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05-17-2016, 09:16 AM
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The Wary
Forum posts: 0
File comments: 1
Uploads: 0
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Dunharrow locations missing/defect
Hello,
first of all a very big Thank You for this marvellous plugin!
After installing the new version I bounced into a minor bug: When searching the route from Dunharrow, the plugin crashes.
Dijkstra.lua is missing the entries for both the Dunharrow camp site and milestone
NewNode("West Rohan: Dunharrow (70.3S, 71.4W) Camp");
NewEdge("West Rohan: Dunharrow (70.3S, 71.4W) Camp", "West Rohan: Underharrow (67.3S, 73.7W) Stable", 2);
NewNode("West Rohan: Dunharrow (70.3S, 71.5W) Milestone");
NewEdge("West Rohan: Dunharrow (70.3S, 71.5W) Milestone", "West Rohan: Underharrow (67.3S, 73.7W) Stable", 2);
TableData.lua is missing the entry for the Dunharrow camp site
"West Rohan: Dunharrow (70.3S, 71.4W) Camp",
After adding these lines to the respective files, it worked fine.
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12-02-2015, 04:30 AM
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The Undefeated
Forum posts: 5
File comments: 27
Uploads: 3
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Re: Name of folder for latest update
Just downloaded the latest update and noticed the name of the folder is Radius... and not Radicus... like the previous one.
Is that a mistake?
Oops! yes, please rename it to Radicus! I'll update that now.
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11-26-2015, 01:42 PM
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The Wary
Forum posts: 0
File comments: 73
Uploads: 0
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Name of folder for latest update
Just downloaded the latest update and noticed the name of the folder is Radius... and not Radicus... like the previous one.
Is that a mistake?
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10-29-2015, 02:50 AM
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The Wary
Forum posts: 0
File comments: 1
Uploads: 0
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Thanks for the 5.0 update. Great changes! Any chance of getting a translated version? I could help with the German version.
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09-16-2015, 04:36 AM
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The Wary
Forum posts: 3
File comments: 9
Uploads: 0
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Search
I love this plugin. The only thing is, I am very bad with names. So if I want to go to, let's say Forlaw, I just don't know which region that is, and I have to scroll all my way through the stables.
Is it possible to make a search option?
Raebidus Legend of Evernight
Last edited by Raebidus : 09-16-2015 at 04:37 AM.
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09-02-2015, 01:14 AM
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The Undefeated
Forum posts: 5
File comments: 27
Uploads: 3
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Loading Settings Should Be Resolved Now
Thanks for the comments and bug report, didn't pick that one up. Should be fixed now with the updated version. It wasn't taking into account first time installs, where the settings file did not exist.
Also added latest Central & Eastern Gondor Stable Masters, Milestones & Campsites.
Please let me know if there's any more issues!
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08-12-2015, 11:53 AM
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The Wary
Forum posts: 0
File comments: 73
Uploads: 0
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Plugin not loading
Quote:
This plugin has a bug in it that prevents it from working if it has not previously created the settings file (which is always true the first time you run it on a new machine). It must have been introduced after the author and most users created their settings file with a previous version of the plugin.
You can fix the problem yourself by editing the file RadicusPlugins/StableGuy/Window.lua. Change the third line in that file from
Code:
local Settings = Turbine.PluginData.Load(Turbine.DataScope.Character, "StableGuySettings");
to
Code:
local Settings = Turbine.PluginData.Load(Turbine.DataScope.Character, "StableGuySettings") or {};
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Thanks alot. The plugin didn't load, but this solution worked for me
Last edited by Jethpriel : 08-12-2015 at 11:56 AM.
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08-11-2015, 04:54 AM
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The Undying
Forum posts: 202
File comments: 457
Uploads: 20
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This plugin has a bug in it that prevents it from working if it has not previously created the settings file (which is always true the first time you run it on a new machine). It must have been introduced after the author and most users created their settings file with a previous version of the plugin.
You can fix the problem yourself by editing the file RadicusPlugins/StableGuy/Window.lua. Change the third line in that file from
Code:
local Settings = Turbine.PluginData.Load(Turbine.DataScope.Character, "StableGuySettings");
to
Code:
local Settings = Turbine.PluginData.Load(Turbine.DataScope.Character, "StableGuySettings") or {};
Uman's solution below will also work, but it forces the "VIP" checkbox to always be checked on startup.
Last edited by Thurallor : 08-11-2015 at 05:01 AM.
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08-04-2015, 08:07 AM
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The Wary
Forum posts: 0
File comments: 2
Uploads: 0
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Known Stables Idea
Had an idea for the issue of removing unknown stables from the route list.
Have a list of binary variables comprising all stable masters in the game. Unknown False, known True. Allow users to access a tick box list (grouped by region & zone for ease of use), this is to allow manual input of known stables. An option should exist for users to use a single box to select all stables within a zone, or region.
Have an tick box for uses to specify whether they wish the route to contain unknown stables. If so the route is formed as it is currently, with unknown stables marked in some way (greyed out, for example). If the user specifies not to include unknown stables the route is formed from only those known stables, perhaps including a message dictating how far away (as the crow flies) the final horse taxi will end up from the objective.
The route finder uses the variables defined earlier to determine whether a route is known, or unknown. Furthermore, when a message occurs in the chat to specify that a new route has been discovered, the plugin uses /loc to determine where the character is and references that to the coords of the stable guy (within, say 5% variance to allow for players to be a bit off target).
Issues: requires the plugin to monitor chat; requires the cords for all stable guys to be discovered and noted prior to release; initially requires a lot of user input to set up for non-newly created characters; non-elegent work around.
Positives: solves the issue it set out to solve; while requires a lot of initial work by writer, later stables can be added with limited difficulty & work.
Let me know what you think, I'd be willing to gather the coords for the stable guys and build the reference list, so long as you can tell me what format it needs to take.
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06-09-2015, 12:36 PM
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The Wary
Forum posts: 0
File comments: 4
Uploads: 0
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Re: Workaround
Thanks for this workaround Uman, it's worked brilliantly.
++++++++++
If you see these messages:
...s Online\Plugins\RadicusPlugins\StableGuy\Window.lua :159: attempt to index local 'Settings' (a nil value)
...ngs Online\Plugins\RadicusPlugins\StableGuy\Main.lua:1 1: Failed to import package "RadicusPlugins.StableGuy.Window".
One workaround is to edit the window.lua file (in the RadicusPlugins/StableGuy folder) and change this if statement (lines 159-161)
if Settings["VIPState"]==true then
wStableGuy.checkboxVIP:SetChecked(true);
end
to just
wStableGuy.checkboxVIP:SetChecked(true);
It's not within my expertise to explain why detecting the VIPState fails. Maybe someone smarter knows.
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03-16-2015, 07:08 PM
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The Wary
Forum posts: 0
File comments: 1
Uploads: 0
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Workaround
Hi, I don't know lua but i believe this works
if Settings~=nil then
if Settings["VIPState"]==true then
wStableGuy.checkboxVIP:SetChecked(true);
end
end
Last edited by IceWarrior10 : 03-16-2015 at 07:10 PM.
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