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Installing Add-ons

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Re: Installing Add-ons for Patch 1.1

Postby asters_ » Sun Sep 26, 2010 3:21 pm

do the gears appear when you put addons in the folder? or are they alwyas there? i don't see it.
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Re: Installing Add-ons for Patch 1.1

Postby _erulogos_ » Sun Sep 26, 2010 7:36 pm

asters_ wrote:do the gears appear when you put addons in the folder? or are they alwyas there? i don't see it.


They don't appear until there is at least one add-on. They also won't appear if an add-on is in any way malformed (missing files or bad folder structure.)
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Re: Installing Add-ons for Patch 1.1

Postby rubybomb » Thu Oct 07, 2010 12:54 am

This forum as i askd pio awile (as i suggstd we need one in da first plce) ago needs a totaly fiffent layowt..it need a similar layowt to the wow.ui site in order to utilse fer tha benifit of othr plyrs a mch bettr systm..tke heed if this dose not happn then it wil be far the horrid effects for astrum..pay att NOW!!!
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Re: Installing Add-ons for Patch 1.1

Postby _erulogos_ » Thu Oct 07, 2010 1:04 am

rubybomb wrote:This forum as i askd pio awile (as i suggstd we need one in da first plce) ago needs a totaly fiffent layowt..it need a similar layowt to the wow.ui site in order to utilse fer tha benifit of othr plyrs a mch bettr systm..tke heed if this dose not happn then it wil be far the horrid effects for astrum..pay att NOW!!!


...did you type that on some horrible mobile device or something? or while drunk? :|

But more on topic, I'd be happy just to get more communication about the add-on API. The most recent patch changed a few things, added some useful bits, but broke a simple, harmless, yet rather nice function (the ability to know when someone has toggled the UI off for screenshots.) Not sure if that's a bug or what, but it seems that getting communication regarding add-on issues is... exceptionally trciky.
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Re: Installing Add-ons for Patch 1.1

Postby ciuine » Thu Oct 07, 2010 5:15 am

I don't know if the SCRIPT_TOGGLE_UI is actually broken as the State Add-ons still use it and it still functions for them. The only thing I can tell from my simple code to disable display of my add-on from it is that the event activation itself is not passing.

Going through the new PAK's, it seems there's a Layout Manager now. Which also calls on the SCRIPT_TOGGLE_UI but specifically addresses add-ons. To resume functionality of the UI toggle, one would seemingly have to tell their add-on that it is manageable by the Layout Manager; maybe. As in "SCRIPT_REGISTER_LAYOUT_MANAGED_ADDON", however, the removal of SCRIPT_TOGGLE_UI's functionality might be due to them making protectedCommon work. This "protectedCommon" might prevent add-ons from accessing said scripts.

If this doesn't pan out functionally, the last thought I could give is somehow tying an add-on to a state managed add-on's visible objects by means of asking if the state managed add-on is visible and doing some sort of Show(addon.visible) that way; where the addon is the add-on being checked against. Just a series of ideas.
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Re: Installing Add-ons for Patch 1.1

Postby _erulogos_ » Thu Oct 07, 2010 11:28 am

drind23 wrote:I don't know if the SCRIPT_TOGGLE_UI is actually broken as the State Add-ons still use it and it still functions for them. The only thing I can tell from my simple code to disable display of my add-on from it is that the event activation itself is not passing.

Going through the new PAK's, it seems there's a Layout Manager now. Which also calls on the SCRIPT_TOGGLE_UI but specifically addresses add-ons. To resume functionality of the UI toggle, one would seemingly have to tell their add-on that it is manageable by the Layout Manager; maybe. As in "SCRIPT_REGISTER_LAYOUT_MANAGED_ADDON", however, the removal of SCRIPT_TOGGLE_UI's functionality might be due to them making protectedCommon work. This "protectedCommon" might prevent add-ons from accessing said scripts.

If this doesn't pan out functionally, the last thought I could give is somehow tying an add-on to a state managed add-on's visible objects by means of asking if the state managed add-on is visible and doing some sort of Show(addon.visible) that way; where the addon is the add-on being checked against. Just a series of ideas.


I noticed the same. Not sure how to trigger it really. The userMods library does add a function for add-ons to fire their own events, though, making it seem that this could be used both to trigger this toggle (i.e. make an add-on to check if the UI is visible, and have it fire off an event all others can key off of) and also possibly to allow some small communication between add-ons.
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Re: Installing Add-ons for Patch 1.1

Postby littlevampie » Thu Nov 25, 2010 5:14 am

ok, i have tried doing this and i have got all the new folders, but the gears just wont show up.

Can you show me what is meant to be in the minimap folder, and where it is meant to be?

Thanks
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Re: Installing Add-ons for Patch 1.1

Postby ciuine » Thu Nov 25, 2010 8:35 am

First make sure you're using the right Allods Online installation folder group. As some people tend to download multiple versions of the game.

If that's true, check your add-ons directory, make sure it is Allods Online/data/Mods/Addons.

If that's true, check to make sure that the add-on you downloaded didn't extract any extra Addons folder inside the normal Addons folder. In order for an add-on to be read by the game on load it needs to have a "(UIAddon).xdb" in the next folder. IE, /Mods/Addons/Minimap/AddonDesc.(UIAddon).xdb...

If all that's set-up, you should have the gears.
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Re: Installing Add-ons for Patch 1.1

Postby legoman53 » Fri Feb 25, 2011 3:21 pm

what is the website :mrgreen:
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Re: Installing Add-ons for Patch 1.1

Postby krazyturtle » Sun Mar 20, 2011 1:26 am

Will this show crowns in the whole zone or just in sight area?
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