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leeuniverse

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Everything posted by leeuniverse

  1. Thanks much..... I was adding that, but I was doing one or two things the wrong way in both files. Working now. :) Hey vlad.... So, I'm having one small issue.... For some reason, the "color='{{c:hp-ratio}}" isn't being recognized, like it does in the HP section. So, the text is just "White" until the enemy starts losing HP. I've been able to just put a HEX color replacing hp-ratio, but where I run into a problem is that the enemy that's "outside" my Viewrange circle, and they've been spotted by my ally's, their HP text turns White. So, I think somehow "hpSpot" needs to be changed so that it either recognizes hp-ratio or a hex or whatever color. I've tried various variations but can't find one that works. Any thoughts? Thanks again. :) Here's what the code looks like: "hp": { "x": 118, "y": 3, "bindToIcon": true, "align": "center", "alpha": "{{alive?100|0}}", "format": "<font face='$FieldFont' size='{{alive?13|0}}' alpha='{{alive?{{ready?#FF|#80}}|#80}}' color='{{c:hp-ratio}}'>{{alive?{{hp%4d}}}}</font>", "shadow": { "enabled": true, "color": "0x000000", "alpha": 100, "blur": 0, "strength": 2, "distance": 1, "angle": 0 } }, "hpSpot": { "x": 118, "y": 3, "bindToIcon": true, "align": "center", "alpha": "{{alive?100|0}}", "format": "<font face='$FieldFont' size='{{spotted?{{alive?13|0}}|0}}' alpha='{{alive?{{ready?#FF|#80}}|#80}}' color='{{c:hp-ratio}}'>{{alive?{{hp%4d}}|{{hp-max}}}}</font>", "shadow": { "enabled": true, "color": "0x000000", "alpha": 100, "blur": 2, "strength": 1, "distance": 0, "angle": 0 } }, "hpUnSpot": { "x": 118, "y": 3, "bindToIcon": true, "align": "center", "alpha": "{{alive?100|0}}", "format": "<font face='$FieldFont' size='{{spotted?0|{{hp-ratio<100?0|13}}}}' alpha='{{alive?{{ready?#FF|#80}}|#80}}' color='{{c:hp-ratio}}'>{{hp-max}}</font>", "shadow": { "enabled": true, "color": "0x000000", "alpha": 100, "blur": 2, "strength": 1, "distance": 0, "angle": 0 } }
  2. I used to develop a mod pack and I had to compare XVM and other files all the time, modify modifications, create modifications, etc. I found Araxis Merge to be the BEST and most complete tool for those who work with WOT modding and needing to compare Files, Folders, Archives, Merging, etc... and don't want to screw things up. I've tried all the others and they just don't work and look and good and as complete.
  3. Hey vlad_cs_sr.... Sorry I took so long to get back to you (a year LOL), but had stuff happen with life, and I actually didn't think anyone answered lol. Anyway, thanks much for doing this for me. However, I don't know if your code "broke" in the last year and doesn't work anymore or if I'm doing something wrong? It's not working. Do I need to "add" the "hpSpot" etc. codes anywhere else (other than the PP file with a def for it to show of course)? XVM won't even start, it acts like there's some missing or wrong with the coding or something. Is there something in your code that's no longer valid? I don't see any imbalance in the code, of course, I'm not anywhere close to an expert. Thoughts? Is this part maybe breaking it? size='{{spotted?0|{{hp-ratio<100?0|13}}}}' Thanks much.... :)
  4. Hey, Kotyarko_O.... Sadly the issue is still not fixed. Still can't sometime Repair and Heal, have to click the Damage Panel icon instead. I don't know anything about this, but is it possible the Icon is not being responsive because it's not actually "on top' of everything else in the screen? I.e. another "layer" of something else is covering it up making it not clickable? Hope this can be fixed one day. Thanks for keeping on trying. P.S. I like the new "icons", could you, however, make them "darker" when an item is damaged/needing to be healed? The damaged icons "blend" a little too much with the icons that don't need fixing, not as easy to SEE "quickly" to see what needs to be fixed. Thanks.
  5. Hey.... ktulho This is a GREAT MOD.... I've been waiting for this for a LONG TIME, however, I need it to actually do something else instead of your current config. What I need it to do is for the Contour Color to be a different color when AUTO-AIM is engaged on a tank. I don't really care what color the contours are as default, but having a different color when auto-aim is engaged on a tank is very useful. It helps you know when you have auto-aim on and also what tank you have it on. There was a mod once that allowed us to change this, and it was great using it with the Auto-Aim Indication+ mod. Could you add this ability? Thanks much for your work.
  6. Hey thank you much.... But, I was actually wanting you to consult with Krzysztof_Chodak to add that one simple feature to his Auto-Aim Indication+addins mod. I'm sure that one ability wouldn't be "illegal", so I don't need your full mod that includes that ability, just in case the other parts of your mod are illegal. Hope you can help. Donka
  7. So, I did use your last python file and still having the issue. Tried Zaya's, and it sometimes does the same thing. Maybe the mod is conflicting with another mod? However, I've been using Zaya's and KobkaG's for YEARS without any issues, and I used to develop a mod pack. So, it's odd that some other mod would be causing repairControl or Zaya's to be buggy?
  8. LOL.... Have no idea what you just said. LOL .... Не знаю, что вы только что сказали. Just would like that mod to be able to change the Auto-Aim color and the tank to stay colored when auto-aim is enabled. If you could add that ability, that would be great. Просто хотел бы, чтобы этот мод мог изменить цвет Auto-Aim и резервуар, чтобы оставаться цветным, когда включена автоматическая настройка. Если бы вы могли добавить эту способность, это было бы здорово.
  9. Even with the Latest Python still can't often click on Repair/Heal, have to click the Damage Panel one. BTW, this issue has been occurring for MANY Updates of the game, likely since you developed this addon. It's so irritating that I almost don't want to use it, have to use like Zaya's or something. ---- Даже с последним Python все еще не может часто нажимать на Repair / Heal, нужно щелкнуть панель Damage Panel. Кстати, эта проблема возникла для МНОГИХ Обновлений игры, вероятно, с тех пор, как вы разработали этот аддон. Это так раздражает, что я почти не хочу его использовать, нужно использовать, как Зайя или что-то в этом роде.
  10. Hey Ekspoint Would you be willing to work with Krzysztof_Chodak Autoaim indication+addins To add the ability to his mod that we can pick the auto-aim color and for when Auto-Aim has activated on the tank it stays that color and only is removed when auto-aim is removed? That's the only "color changing" I would like/need. This would be really GREAT... Perrrty please? ------- Hey Ekspoint Готовы ли вы работать с Krzysztof_Chodak Autoaim + addins Чтобы добавить способность к его моду, мы можем выбрать цвет с автоматической настройкой, и когда автоактив активируется на цистерне, он остается тем же цветом и удаляется только при удалении автоматической цели. Это единственное «изменение цвета», которое мне бы хотелось / нуждалось. Это было бы действительно БОЛЬШОЙ ... Перррти, пожалуйста?
  11. Hey GPCracker.... So I was trying this new version of your mod and the default "size" of the gun markers is WAY too small, so I tried increasing the "Scale" and while the size did increase, the guns became totally off the tanks, so apparently, we have to adjust the "offsets". The problem with this is we have no way of knowing "how" to adjust the offsets, and it would likely take a million tests to find the right ones. So, I don't know if there's a way for you to adjust the mod so changing the scale will just adjust the size not throw off the position of the gun, ideally so the size increases in Width and Length, but doesn't move at the "base" of the gun, so it grows "out" from the base, not increases in size all around it, that way the base of the gun can stay in position. Thanks
  12. Wasn't really a rant toward the XVM dev's, the rant part was more toward simply not having the ability whatever the cause and Wargaming. So, the "totally stupid" was toward Wargaming limiting XVM apparently. Don't know why though, if we can do it for the Enemy we should be able to do it for the Ally's. Again, more Wargaming stupidity.
  13. Huh, weird..... So we just don't have the Macro anymore then I guess. Well bummer..... I wish it would work like the enemy spotted, it would be nice.
  14. Ah, so that's the problem.... It only shows sometimes, I noticed that. Why in the world would they restrict the function like this...??? When they originally put this function in it worked great, just like the enemy spotted one. Now it works completely differently and isn't even thus helpful. XVM Dev's.... If you're listening, please please make Ally Spotted Markers work like the Enemy ones again. Ya, I see the problem.... They don't even have it's own Macro, it's simply going through the xmqpServiceMarker Macro... Totally stupid....
  15. Could you upload your playersPanel.xc file for me? I just downloaded the default XVM, and I'm only seeing Enemy spotted icon code, not Ally at all. Thanks
  16. Could you show how it would be used with my code example, I don't fully understand how it all works? And to be clear, this shows ALL the Enemy's HP #'s so we don't have blank spaces, like how with Ally HP #'s we don't have blank spaces, and the HP Bar's show as "full"? Thanks
  17. Ya GPCracker.... All I know is my gun works properly in .18 non-modded or modded for Horizons, no bounce, but it would still occur some (though not as bad as before) when a tank was on horizon, at least using XVM's Zoom features, could swear it wasn't occurring on the default game also. But, your mod almost completely elminates it, so I'm at least happy, whatever's causing it. BTW, isn't some of the operations that relate to the Reticle in an .XML file, not Python? I remember the old Zoom mod we used to use before PMOD came along, a lot of things was adjusted in an XML (noticed the mods still exist on RU's Forum). Have you kept track of those files or new files to see if they fixed it that way? Cause, there is zero bouncing going horizon to ground as I show the bouncing in my first video example. Anyway, either way, I'm happy camper again. My reticle now is stable again and I can fully shoot where I aim again, like your mod used to fix when it first came out.
  18. Hey GPCracker... An Update for you..... So, Wargaming did, in fact for .18, eliminate the bouncing/dropping reticle at least when it concerns horizons as I showed in the first example in my video. The second example in my video, where Tanks are on the horizon and the reticle bounces/drops, they may it seems have eliminated it also from occurring, because I didn't see it on the Test Server nor the little bit I played the Official .18 release before I started using XVM's Zoom features. However, when I started using the Zoom mod, I immediately noticed that the First example still doesn't happen, which is good, but the second example DOES happen a little bit, not as bad as before, but there is a slight bounce/drop with tanks on horizons again. So, it may be the mods are still further causing the issue, or they need to be updated properly with .18's new code? Anyway, I started using your mod, your last version, and your mod seems to basically totally remove the bouncing/dropping that was still occurring. Essentially, your mod is now working like it used to do so by fixing the problems, or at least the one that remained or was likely created/exacerbated by XVM's zoom functions. There is the most "tiny" of bounce/drop still in certain instances, but it's barely noticeable, though not an issue, your mod fixes the bigger occurrence. So, I still don't know for sure if .18 totally fixed the bouncing/dropping reticle problems, I haven't really tested it to be sure, other than mostly on the test server. (didn't play enough without zoom mod on release). So, your mod may not actually be needed anymore. However, like I mentioned, it's for sure still needed when we use Zoom mods. So, don't know if anyone can play like 50 games non-modded at all to see if the problem still occurs, and they notice and are sensitive to the bouncing/dropping reticle flaws like I am, as my video shows. Me, I'm lazy atm. FYI..... Happy again. :)
  19. Yep exactly.... Good to see it's still there, will apparently have to compare the two.
  20. Hmmm.... It's activated. But, I'm using Aslain's xvm and whatever atm, since I'm delaying updating mine given the amount of work I have to do on it after being gone a year. Maybe I'll compare the default with his and see if I can see what's missing.
  21. We had the ability once, but I can't remember was it removed?, and we still can't add them since then? This ability would be very useful...
  22. Maybe you need to go into Colors.xc and change the WN8 #'s to match WOTLABS WN8 levels.... I seem to recall theirs are different levels so you need to change them if you want to use their levels.
  23. Ya, I figured this was the only way, just checking. Could be... Oh, are you able to show how, or is it some fancy coding that's only for the experts? Could you show how it would be used with my code example, I don't fully understand how it all works? Thanks all....
  24. So, something that has always bothered me is how "Spotted Enemy" don't show their HP unless they've entered into my Red Circle. See pic below.... I don't understand why this has always been "limited" this way. It is no different than your ally spotting the tank and you knowing about it. Just like they can easily tell you they spotted a particular tank (and it's legal for the game/XVM to have the spotted feature), they can just as easily tell you how much HP the Enemy has. So, I see no "unfair advantage" reason why this would break Wargamings "cheating" rules, i.e. "knowing hidden information that can't be got through active communication". So, can this functioning be changed so when an enemy is spotted, we know their HP also, not only that they were spotted? If Wargaming like the retards they are really won't let XVM have this ability, then is there a way to just put their HP # in the spot so I don't have all these blank spaces, like how we can put FULL HP Bars there? For example, if this is my code..... How can it be changed to make default HP #'s show for ALL enemy tanks? "hp": { "x": 118, "y": 3, "bindToIcon": true, "align": "center", "alpha": "{{alive?100|0}}", "format": "<font face='$FieldFont' size='{{alive?13|0}}' alpha='{{alive?{{ready?#FF|#80}}|#80}}' color='{{c:hp-ratio}}'>{{alive?{{hp%4d}}}}</font>", "shadow": { "enabled": true, "color": "0x000000", "alpha": 100, "blur": 2, "strength": 1, "distance": 0, "angle": 0 } } }, Also, how can the above code be changed so I can have # Text be a particular COLOR? I know I can change color, but when I do that the HP # no longer changes to yellow, red, etc. as the HP goes down. I'm not a "coder" so I need a bit of help with this. I know I can change the color elsewhere as I did somehow that I forgot atm, but is there a way to change the color in this area? Like, I want the HP #'s to be CYAN not White... Thanks
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