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01/17/17, 02:18 PM   #14
ZOS_ChipHilseberg
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Originally Posted by dorrino View Post
1. In this case can i expect that ACTION_RESULT_BEGIN directed to the player from a stealthed origin will be patched out as well?

2. What i have as an idea is to somehow get the UnitId to UnitName link from "reticleover", since you patched getting that from EVENT_EFFECT_CHANGED.

Now the question is - if i'll be able to find a way of doing that it, will it technically be within the paradigm of "not allowing you to detect the presence or actions of a hostile player without having to see them" even though the addon will keep track of them by unitId after the initial recognition has happened?

This way for anybody to be tracked by the addon the player will need to manually mouseover them.

So, if i'll be able to perform this, will it still be against the paradigm? And if not, will you be able to provide a fucntion to GetUnitIdFromReticleOver() then to make it considerably easier for me?

Thank you!
Combat events will also only be sent for abilities that come from you or target you instead of what we do now which is clear out some of the identifying info. We'll also clean up the case of the heavy attack sending a begin event even though the source is stealthed, but that will come from a server change.

As far as saving off the name of units as you reticle over them, that sounds fine since the player has to target them in some fashion.

What would you need the unit id for in this new system?
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