• Warhammer Online Addons
  • Warhammer Online
  • Average Rating:

  • Your Rating

  • Share
  • Report Abuse

SteadyTargets

 

Project Updated:
Files Updated: Wed, Oct 15 2008
Supports Game Version: Beta 3.0
Category: Unit Frames
Tags:

[Edit Tags]

Project Manager: BotanicalPuppet
Additional Authors: No additional authors
Current Version: SteadyTargets-1.0.1.zip
License: MIT License
Development Site: CurseForge
Avg Daily DL (last 30 days): 0
Downloads Total: 1,114
Favorites: 20
Comments: 12
  • About SteadyTargets
  •  

In the default user interface, you have two targets. One is your hostile target (if any), and the other is your friendly target (if any). In your layout editor, you have two anchor points for the two unitframes, known as primary and secondary. This addon changes the behavior of how hostile/friendly target maps to primary/secondary anchor.

Default UI: If there is a hostile target, map it to primary anchor. If there is a hostile target and a friendly target, map the hostile target to primary anchor and the friendly target to secondary anchor. If there is a friendly target but no hostile target, map the friendly target into the primary anchor. (This last action is the 'unsteady' friendly target feature of the default UI.)

UI after addon: If there is a hostile target, map it to primary anchor. If there is a friendly target, map it to secondary anchor. Steady. Simple.

You may not notice an effect if:

  • You don't play a healer. These guys are watching their friendly targets constantly, so they will know what I'm talking about above. If you haven't noticed anything disturbing about the default positions of your target unitframes, then you may miss out on noticing the effect of this addon.
  • You don't use the default unitframes (they're modified). If you have installed another addon that modifies your unitframes, they may be interfering with this one.
  • You use different unitframes altogether (they're gone). Users with Clean Unit Frames installed will find nothing relevant about this addon, not only because it doesn't affect custom made unitframes, but also because CUF keeps targets steady already.

INSTALL. Place folder here: <WAR>/Interface/Addons/<ThisMod> and /reloadui.

UNINSTALL: Place folder here: <WAR>/Disable/<ThisMod> (or just delete it) and /reloadui.

There are no toggles or switches. If you want a mod package that includes several child mods and toggles to turn each on or off, see the Begone, Begone! addon.

Good Addon Seeks Selfless Project Manager

I would mark this page officially abandoned if that didn't turn off syndication to curse.com ... so it says I am project manager, but rest assured no updates will be made until someone else asks me to hand over the keys.

The best place to start hacking is the public sandbox clone repository, no username or password required. Just download and upload using SVN (with software such as TortoiseSVN for Windows - use Google and look at CurseForge knowledge base on repositories to figure this out).

The basic reason for abandonment is to simplify my project list. I have enough on my plate that I don't need to be updating a dozen individual addons that each do small, discrete tasks. However, I am happy to package them into Begone! so that they will get controller code there to activate/deactivate each child addon. This way, we can both have the child addons updated with functionality users want and have them bundled reliably into a package (the latter being the maintenance job I continue to do). The other good reason is that this highlights the fact that open source software encourages contributions from multiple sources and has no exclusive owner.

Bug Stuff

Caveats and known issues: Other addons that modify the default unitframes may interfere with the functionality of this addon. Other addons that hide the default unitframes, in order to display their hostile and friendly targets their own way, will render this addon useless to you.

CurseForge Project Page - submit to the Ticket Tracker first!

  • Downloads (1)
  •  
File Name Release Type Game Version Downloads Date
Addon Curse.com Beta 2.3.3 0 9/29/2008
  File Name Release Type Game Version Downloads Date  
  SteadyTargets-1.0.1.zip Release Beta 3.0 705 10/15/2008
  • 1 page(s)
  • Comments

Add Comment  

Add

You need to login or register to post.

Benefits of Registration

  • Interact with hundreds of thousands of other gamers on an open social network.
  • Post your stories, news, images, videos, and other content to share.
  • Create a network with your fellow gamers or join an existing one.
  • Gain reputation for everything you do.
  • Might want to try TargetLock:
    http://war.curse.com/downloads/war-addons/details/targetlock.aspx

    Reply Report Permalink
  • Is there a list of other addons that perform this same function? Clean Unit Frames is the only one I've been able to find so far and that does a lot more than I am looking for.

    Reply Report Permalink
  • This addon appears to have suddenly ceased working. I disabled all addons with the same result.

    Reply Report Permalink
  • Gorgok said 

    Initial test of 1.0.1 does look like it works. Thanks for this mod.

    Reply Report Permalink
  • TECHNICAL VERBIAGE
    There is a very probable explanation of all this behavior. It was suggested to me by Aiiane through the Warhammeralliance forums.

    When modules get loaded (that's what the .mod file means...module), they are read for a file that indicates what modules must load before them in the load order. The reason it's important to do this referencing of what you're dependont on is that my module references a function in the earlier module (TargetWindow) that needs to be present when my OnInit function is called. If that module isn't there yet, then my attempt to replace a function with one of my own (one of the TargetWindow functions) will end up err'ing out (the error might even have been printed to the startup spam of the debug window). It also may have other undefined behavior where it doesn't produce a debug window line but still fails to replace the function in the default interface successfully.

    What does this have to do with installing more addons or just this one addon by itself? It has to do with the algorithm (sight unseen) that Mythic put in the WAR.exe for loading modules in a threaded way. (Threads are also called forks or parallel processing.) The interfacecore calls two C functions in WAR.exe, one right after the other. The first one asks for all the interface.myp source code resources (and other resources) to be loaded from the interface.myp, while the second one asks for the directory interface/addons to be searched for .mod files and to load the resources from file specified in their XML markup (i.e., the .lua files).

    WAR.exe, while it is widely criticized for being sluggish and bloated, does certainly not ignore issues of optimization. Since WAR uses a lot of the current disk for reading, reading, reading, reading, reading... ad infinitum constantly during most parts of the game, they wisely decided to make sure that the functions used for loading resources, whether from file or from list of files compressed in a .myp, to be multithreaded, parallel operations.

    And, not only do we have the two different function calls, but each function call probably creates further threads if there are enough different resources to justify doing so (as in interface.myp that may be). Since we don't have the algorithm, ... and because it ultimately should not concern us what it is ...

    "FAILING TO SPECIFY ALL DEPENDENCIES IN YOUR .MOD FILE PRODUCES UNKNOWN BEHAVIORS DUE TO THE UNKNOWN (virtually unknowable even with the source C) WAY THAT THE WAR.EXE WILL LOAD THE MODULES."

    Those unkown behaviors seem to be mysteriously enhanced when there are multiple modules being loaded from disk. A hypothesis is that a call to load a SINGLE resource does not become threaded, while the functions to load MULTIPLE resources are using the multithreaded code.

    Not a bad hypothesis if I do say so myself. But 99% of the credit goes out to Aiiane, who has explained this in outline in the #waruidev irc at irc.freenode.com and who has submitted the patch to produce the version 1.0.1 release of the SteadyTargets addon. My only contribution is pasting her line in (the dependency), updating the version number printed to debug on load, and then writting a little poem in the changelog (why not? change log is meaningless without versioning repository software generating it).

    END RESULT (for now)
    There is a 1.0.1 beta release that may solve this issue, but I have not tested it. When I have enough confidence that the issue is resolved, the 1.0.1 release will be promoted to be the only one syndicated to curse.com.

    You will NOT see this file as immediately as you see this comment on the curse.com site. A good rule of thumb is that if a change has been made that day, you should look at curseforge for the latest, because it can take many hours before the package syndication from curseforge.com -> curse.com completes for any given addon's package.

    Reply Report Permalink
  • Gorgok said 

    Of those i have BuffThrottle, GuildDefaultTab, and Squared, though i have some you list in neither. I could have done without some things for this mod, but Squared isn't one. Hopefully it gets more compatible with other mods.

    Reply Report Permalink
  • Currently these are the following addons I have tried with just SteadyTargets and they cause SteadyTargets to stop working:
    BuffBeGoneUltra,
    BuffThrottle,
    CurseProfiler,
    GuildDefaultTab,
    HoverCast,
    InfluenceText,
    LayoutTool,
    MiniChat,
    NRarity,
    QuickMailTool,
    SocialDefaultTab,
    SpamMeNot,
    Squared,
    Vertigo

    These are the addons that work fine with SteadyTargets:
    ActionBarColor,
    ClosetGoblin,
    LibSlash,
    waaaghbar,
    WARBuffBar,
    wsct,
    Yabber,
    zmm

    I can not make rhymer or reason for it only that its probably some core functionality with the TargetWindow code.

    Reply Report Permalink
  • Just added a ticket to the ticket tracker BotanicalPuppet.

    Reply Report Permalink
  • If it doesn't work for you, please try uninstalling all other addons (by moving them to a backup folder temporarily) in order to look at the behavior when SteadyTargets alone is installed. If that is fine, then you know it's a compatability issue, and if you can find out which other addon conflicts, you can report it through the ticket tracker.

    Although this addon will only adjust default unitframes, the custom unitframe mod that is popular (CUF) already keeps them steady. So you don't need this addon if you have a unit frame replacement.

    Reply Report Permalink
  • Gorgok said 

    It doesn't seem to do anything with my addons. (I assume you can see them in my favorites.) Would love for it to work... I hate that it moves.

    Reply Report Permalink
  • reebz said 

    When you have no hostile target, your friendly target appears where the hostile target is.

    Basically, this mod always makes your friendly target appear in the same spot and not "push down" when you also select a hostile target.

    Users of CleanFrames probably see no impact with this mod as they are already statically configured.

    Reply Report Permalink
  • Bigreen said 

    Great idea, having my friendly target move around when I select/deselect hostile targets is annoying.

    Reply Report Permalink
  • I do not understand what you mean, can you please illustrate with an aid of a screen shot maybe? Thank You

    Reply Report Permalink
  • Does nothing for me.

    Reply Report Permalink
  • 1 page(s)
  • Similar Addons
  •  

Average downloads per day

  1. 325 Squared Unit Frames
  2. 201 Pure Unit Frames
  3. 195 Phantom Buffs & Debuffs, Development...
  4. 89 TargetRing PvP, and Unit Frames
  5. 82 HealGrid Unit Frames