What's New
- Latest
- New career icons as part of the icon chooser
- v0.3.8
- New Pin Type Editor You can now change the icons, labels and other options for each type of MapMonster pin, simply right click the name of the pin type in the filter menu then select edit
- Improved filters menu Now show the icon associated with each pin type for easy reference
- New Icon choices! Can now choose from 115 different textures to use for your pin types using the pin type editor
- New Custom Pin Sub Types can be added with the new slash command, see below
- New Filter Reset Command re-enables all MapMonster filters via slash command
- For developers 3 New API functions can now use the built in pin editor functions
- Previous Updates
- New and improved map tooltips! You can now see up to 14 pins that might be buried or near the map icon you are currently mousing over
- Pin editor bug fixes Properly saves coordinates in the editor window, even if you don't press enter. Pressing enter still required to update the map marker position.
- Seperate version of LibDateTime no longer necessary, included in MapMonster is a modified LibDateTime to try and work around some remaining CTD bugs
- MapMonster editor and API now using AceLocale Translations for other languages needed for proper localization
- Zone data fix for Black Fire Pass
- MapMonster was written to be a one-stop shop for all custom map pin functionality.
- For the player, you can view, make, edit, move, delete and share your pins with others, any zone, anywhere. If you left click on a map pin regular MapMonster pins will open the view window, map pins created by external addons will call their own functionality. If you right click on any MapMonster pin it will bring up the context menu for basic pin functions. At the top right corner of the zone map is also a filter button, it has 3 modes, All Pins, Default Pins, MapMonster Pins, for when you've got too much clutter, right clicking on the filter button will open the filters context menu and submenu so you can enable or disable the display for specific MapMonster pin types and sub types individually. To create a new pin simply CTRL+LEFT CLICK the location on the zone map you wish to make a pin and the editor will open and all fields will be editable to let you place a new pin for any zone in any location you want. You can also create a new pin right where your standing with the slash commands /mm or /mapmonster, simply type /mm new to open the editor with your current position already inserted.
- For developer you can call MapMonster global API functions to create your own type of map pin and sub types, all with custom icons, tooltip text, when a player left clicks on one of your map pin the call is sent to your addon and you can enable any kind of functionality like opening the Tome of Knowledge, opening your own addon window, or anything else you want, right click are reserved for the MapMonster context menu. Full API reference on the CurseForge MapMonster project pages
Saving your data
To avoid losing your personal map pins or map pin data from other addons make sure to keep a copy of the MapMonster saved data file.
To backup your MapMonster saved data simply make a copy of the following file to a safe location before launching Warhammer to avoid any possible data loss should there be any issues, specially when upgrading to a newer version
- <warhammer install folder>/user/interface/AllCharacters/MapMonster/SavedVariables.lua
Current Issues
- Incomplete zone info
- The following zones have incomplete zone information and will not function properly when adding, editing pin or for proper player position
- Doomfist Crater, Black Fire Basin, Talabec Dam, High Pass Cemetery, Tor Anroc, Temple of Isha, Gromil Crossing, Howling Gorge, Reikland Hills, Battle for Praag, Serpent's Passage, Dragon's Bane, Maw of Madness, Thunder Valley, Grovod Caverns, Caledor Woods, Blood of the Black Cairn, Logrin's Forge
- Those are T3, T4 scenario or end game zones. If you can help collect information for these zone please send me a private message with your character name, server, and usualy play time and I will be glad to come show you how to collect the missing zone info using MapMonster. Thanks for your help
For Players
Dependencies
- REQUIRES LibSlash
UI Elements
- Filter button
- Located at the top right corner of the zone map
- Left click to toggle 3 filter modes: All pins, Default WH Pins Only, and MapMonter Pins Only
- Right click to open the MapMonster filter menu and sub menus
- Filter Menu Item
- Filter menu shown on right click of filter button
- Left Click Checkbox to show/hide all pins of that type
- Right Click Label opens pin type editor to modify icon, label and other options
- MapIcon
- Individual map pins spread across the zone map
- Right click for Map Icon context menu
- Add as Waypoint - Enabled when MapMonster Navigator is installed
- Hide MapPin - Temporarily hide this pin
- View Details - View MapPin not editable
- Share - *coming soon*
- Unlock/Lock - Enable/Disable MapPin editing and deleting
- Edit Details - Edit most MapPin details
- Copy - *coming soon*
- Delete - Delete MapPin Permenantly
- Left click for Pin Type specific functionality
Map Clicks
- CTRL+Left Mouse Button on the map will create a new map pin at that location
Slash Commands
- /mapmonster or /mm base slash command for MapMonster
- /mapmonster new creates a new map pin at your current position
- /mapmonster newtype [new sub type label] creates a new custom subtype in the default MapMonster category, any text following the command will be used as the new label
- /mapmonster filters reset Re-enable display of all MapMonster pins
For Addon Developers
If your an Addon developer and want to add MapPin functionality to your addon, MapMonster has a full API at your disposal to make your own pin types, with icons, callbacks to your addon function and tons more.
Full API reference on the CurseForge MapMonster project pages
2009-01-24 Bloodwalker <metagamegeek@gmail.com>
* Source/MapMonster.lua
Version Increment
[6734bd7def45] [Beta v0.3.11]
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)...