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Updated: 05/25/14 02:42 PM
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Updated:05/25/14 02:42 PM
Created:04/09/14 09:53 AM
Monthly downloads:56
Total downloads:35,945
Favorites:105
MD5:
Categories:Discontinued & Outdated, Combat Mods
Range Reticle  Popular! (More than 5000 hits)
Version: 0.52
by: Adein [More]
THIS ADDON IS DEAD DUE TO A CHANGE BY ZENIMAX



Author: Adein
Guild: Eternal Defiance

Range Reticle modifies the targeting reticle to add the distance to the highlighted target in meters. It also displays the name and level/veteran rank of the target above the reticle.

The color of the reticle changes depending on friend/foe and the range to the target (Out of Range, In Range, In Melee Range).

All features can be configured in the Settings menu (including colors).

New range formula! It's still being tested, but so far it seems to be more consistent.

If you have a feature request or run into a bug, please comment. Also, if you find a zone where the range calculation is wrong (or missing), please let me know!

If you wish to contribute and are familiar with Lua/Git, please send me a PM.
0.52
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Reverted to 0.42 code until map info bug can be fixed.

0.51
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Bugfix for when map returns bad data (range = 'e')

0.5
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Updated to latest API to match Craglorn
Changed range calculation to a new (beta) format.
Sorry for the long delay (RL.. yay!)

0.42
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Fixed bug where difficulty displayed for NPCs when it shouldn't have.

0.41
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Added asterisks in the target name/level label to indicate the difficulty of an NPC whenever it's anything over 'normal'.

0.4
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- Updated Settings menu to have much more flexibility. Options are now divided by Hostile, Neutral, Allies, and NPCs
- Fixed bug where name, etc were shown when reticle is hidden (free look mode)
- Fixed bug where butterflies, etc were shown as allies
- Minor updates to range calculation in a few zones. If you find one that is broken, please comment so I can fix it!

0.31
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Tweaked the range calculation for several zone types.

0.3
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Reworked the distance calculation to be more accurate. Seems to be within 1m now.

0.21
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Bugfix to remove unnecessary dependency
Optional Files (0)


Archived Files (9)
File Name
Version
Size
Uploader
Date
0.51
12kB
Adein
05/23/14 04:22 PM
0.5
11kB
Adein
05/22/14 03:57 PM
0.42
11kB
Adein
04/20/14 12:00 AM
0.41
11kB
Adein
04/19/14 05:26 PM
0.4
11kB
Adein
04/11/14 05:41 PM
0.31
9kB
Adein
04/09/14 04:14 PM
0.3
9kB
Adein
04/09/14 02:06 PM
0.21
9kB
Adein
04/09/14 01:12 PM
0.2
9kB
04/09/14 09:53 AM


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Unread 04/09/14, 11:53 AM  
Cogni

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Does not work, just gives an error that can't be removed from the screen. Too bad.
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Unread 04/09/14, 12:10 PM  
Dio
 
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Forum posts: 29
File comments: 33
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Is this PvP only or does GetMapPlayerPosition("reticleover") work for NPCs too? Cool idea!

How accurate is this, even for Z index differences? (enemy on a hill) I may borrow your calculations for future ideas.
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Unread 04/09/14, 12:18 PM  
Adein
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Can you save and post a screenshot of the error message?

Originally Posted by Cogni
Does not work, just gives an error that can't be removed from the screen. Too bad.
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Unread 04/09/14, 12:24 PM  
Adein
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It's for either PvE or PvP. The calculation is 2-D only using the Pythagorean Theorem and some map coordinate conversions. GetMapPlayerPosition only returns X, Y, Heading. The accuracy is just ok, based on some quick testing of the range readout and when abilities are allowed to be used. I'm going to see if I can increase it by tweaking the coordinate conversion, but it might be an API/game limitation.

Originally Posted by Dio
Is this PvP only or does GetMapPlayerPosition("reticleover") work for NPCs too? Cool idea!

How accurate is this, even for Z index differences? (enemy on a hill) I may borrow your calculations for future ideas.
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Unread 04/09/14, 12:40 PM  
DaemonSambe

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Dependancy

The error message Dio mentions is likely the one related to Wykkyd's Framework, upon which this is dependent. Either that is intended and it needs to be detailed (or the libraries packaged) or it is unintentional and you're using code from the framework without realizing it.

RangeReticle.lua:201: in function 'OnRangeUpdate' : function expected instead of nil
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Unread 04/09/14, 01:08 PM  
Adein
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Re: Dependancy

Good catch, it was a rounding function. I've changed it to use the built-in math library to eliminate the dependency, and the new version should be available shortly.

Originally Posted by DaemonSambe
The error message Dio mentions is likely the one related to Wykkyd's Framework, upon which this is dependent. Either that is intended and it needs to be detailed (or the libraries packaged) or it is unintentional and you're using code from the framework without realizing it.

RangeReticle.lua:201: in function 'OnRangeUpdate' : function expected instead of nil
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Unread 04/09/14, 02:00 PM  
DragonsKnights

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error message

This might help you solve the problem

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Unread 04/09/14, 03:54 PM  
JadeKnightblazer

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Same deal, an error with the newest version.
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Unread 04/09/14, 04:19 PM  
Adein
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If you get an error with the new 0.31 build, let me know which line number is listed in the error message.

Originally Posted by JadeKnightblazer
Same deal, an error with the newest version.
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Unread 04/09/14, 04:20 PM  
Ashar

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the range 'appears' to work fine, but according to the reticule, my abilites work at 38m even though they state 28m. When im at the range i can cast, and hit targets, the reticule is colored to show out of range, so its kind of useless at the moment. Ive tested it a bit, and it goes to 0m when im on top of a mob, but for some reason i can cast at 38m. Ive checked, and i have no abilities passive or otherwise to increase my range, so not sure whats going on. Are the metres in game slightly largers than real metres?
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Unread 04/09/14, 04:40 PM  
JadeKnightblazer

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Last update fixed all issues and is working 100% now Thanks for making this wonderful addon.

Edit: There is one oddity I came across... Butterflies come up as an Ally range XD

As for the range thing... its working prefectly and is in sync with skill range.

@Ashar: Are your numbers coming up odd in PvP? Because there is a "boost" to range on all skills and melee while in that zone. So that could cause the skill distance and real distance to not be inline.
Last edited by JadeKnightblazer : 04/09/14 at 04:55 PM.
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Unread 04/09/14, 05:56 PM  
Ashar

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nope, not pvp, dont do pvp at all actually, just out in the world. Currently playing in eastwatch and every mob i can attack at 38m with spells. Is it just me, can anyone else attack at 38m? If i could manually alter the ranges for the mod, it wouldnt be so bad, but as it it, its pointless.
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Unread 04/09/14, 06:19 PM  
JadeKnightblazer

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Originally Posted by Ashar
nope, not pvp, dont do pvp at all actually, just out in the world. Currently playing in eastwatch and every mob i can attack at 38m with spells. Is it just me, can anyone else attack at 38m? If i could manually alter the ranges for the mod, it wouldnt be so bad, but as it it, its pointless.
All my spells are working at the standard 28m (nightblade here), and the melee are connecting correctly too (2hd skills).

I am really not sure why it seems its off by 10m for you =/
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Unread 04/09/14, 06:46 PM  
ProgenitorX

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Range only for enemies?

Could you add an option in the menu to only show the range for enemy mobs (both hostile and neutral)? I only ever really need to know how far something is for combat and it gets distracting in towns or when gathering.

Another minor suggestion, an option to have just the number and 'm' in the range meter change to a color when out of range and to another color when in melee range. The whole reticle changing is too distracting.

Thanks and excellent job!
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Unread 04/09/14, 06:53 PM  
JadeKnightblazer

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Re: Range only for enemies?

Originally Posted by ProgenitorX
Could you add an option in the menu to only show the range for enemy mobs (both hostile and neutral)? I only ever really need to know how far something is for combat and it gets distracting in towns or when gathering.

Another minor suggestion, an option to have just the number and 'm' in the range meter change to a color when out of range and to another color when in melee range. The whole reticle changing is too distracting.

Thanks and excellent job!
Look around in the options, everything you asked is already possible Just use the toggles (on/off)
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