IMPORTANT NOTE
Sadly, Mythic has removed one of the functions that was essential for allowing hovercasting to work to its full capability in the 1.0.6 client patch. Thus, HoverCast will no longer be functional once the patch is live. If at some point in the future an alternative means is provided that allows me to implement mouseover casting, I will update HoverCast to use such means; until that time, consider this project discontinued.
Yes, there are certain workarounds that could maintain a small amount of HoverCast's functionality, but they lead to a rather sluggish and awkward feel (and aren't adequate to maintain the kind of range-checking ability that made HoverCast so much more useful in combination with Squared) that I don't believe is useful enough to continue updating HoverCast at this time.
About HoverCast
HoverCast enables mouseover casting of friendly spells for the default player, group, warband, and scenario frames. It also supports mouseover casting for Squared UnitFrames.
ADDED in 2.1:
- HoverCast now has 3 different modes in which it will operate.
- To set the mode, use /script HoverCast.Mode(#) where # is either 0, 1, or 2.
- To view the current mode, just use /script HoverCast.Mode() with no number.
- Description of modes:
- 0 = No special target management when mousing over unitframes (Equivalent to version 1.7.1 behavior).
- 1 = Will automatically target the moused-over unit when hovering over compatible unitframes, and then restore original target when the mouse is no longer hovering over a frame (The new default in 2.1+ version).
- 2 = Will automatically keep the friendly target set to self when hovering over compatible unitframes, and then restore original target when the mouse is no longer hovering over a frame (Equivalent to version 2.0 behavior).
Thanks to WarBagel and ISMOCast for inspiration.
2008-10-13 aiiane <aiiane@aiiane.net>
* HoverCast.lua HoverCast.mod
Added - when used with Squared, units which are 'too far away to
target' should now fade when mousing over them in HoverMode 1.
[4331373a569f] [2.2]
Installation Guide
- Exit "Warhammer Online" completely
- Download the mod you want to install
- Make a folder on your desktop called "My Mods"
- Save the .zip/.rar files to this folder.
- If, when you try to download the file, it automatically "opens" it... you need to RIGHT click on the link and "save as..." or "Save Target As".
- Extract the file - commonly known as 'unzipping'
Do this ONE FILE AT A TIME!
- Windows
- Windows XP has a built in ZIP extractor. Double click on the file to open it, inside should be the file or folders needed. Copy these outside to the "My Mods" folder.
- WinRAR: Right click the file, select "Extract Here"
- WinZip: You MUST make sure the option to "Use Folder Names" is CHECKED or it will just extract the files and not make the proper folders how the Authors designed
- Verify your WAR Installation Path
That is where you are running WAR from and THAT is where you need to install your mods.
- Move to the Addon folder
- Open your Warhammer Online folder. (default is C:\Program Files\Warhammer Online\)
- Go into the "Interface" folder.
- Go into the "AddOns" folder.
- In a new window, open the "My Mods" folder.
- The "My Mods" folder should have the "Addonname" folder in it.
- Move the "Addonname" folder into the "AddOns" folder
- Start Warhammer Online
Translations
When you download a mod, please be sure that the mod is compatible with your translation of WAR. Some mods only work on the US versions, while some only work on some of the various European versions. These variations are called "Localizations".
Directory Structure
Warhammer Online
|_ Interface
|_AddOns
|_*AddonName*
|_ *AddonName*.mod
|_ *AddonName*.lua
|_ (possibly others as well)...