Download
(72 Kb)
Download
Updated: 03/22/24 04:09 PM
Pictures
File Info
Compatibility:
Scions of Ithelia (9.3.0)
Endless Archive (9.2.5)
Updated:03/22/24 04:09 PM
Created:07/18/23 04:01 AM
Monthly downloads:537
Total downloads:5,239
Favorites:7
MD5:
9.3.0
Marker  Popular! (More than 5000 hits)
Version: 2.22
by: akamatsu02 [More]
Heyo \o/

are you also in many core groups which require different position markers for their raids? Well, then this might be the addon for you!
It has a lot of new features and some of them might interest you!

NEW FEATURE! Marker Functions:

With this feature you can add Lua-Functions that execute when a Profile is loaded/unloaded and when a Marker is updated (default: every 3s). Here is a short example what you can do with this feature:
OnLoad:
Code:
EVENT_MANAGER:RegisterForEvent("MarkerProfile1", EVENT_PLAYER_COMBAT_STATE, function(_,inCombat) MARK._v.inCombat = inCombat; end)
OnUnload:
Code:
EVENT_MANAGER:UnregisterForEvent("MarkerProfile1", EVENT_PLAYER_COMBAT_STATE)
Marker Requirement:
Code:
return MARK._v.inCombat == true
=> This will make the Marker only appear when you are in combat. You can also Register Events for Boss abilities to show Markers when a Boss casted an ability, but keep in mind that it can take up to 3 seconds for the Marker to update!

Marker Requirements always have to end with a return statement that returns a boolean value (true/false), otherwise the Marker will never be visible!

And also don't create new global variables inside these functions, otherwise you might overwrite variables that other addons use. If you want to use variables, use them inside the MARK._v - Table, this table is cleared every time the profile is reloaded/changed.

You have to use the MarkerJson - Export to share functions, the other export methods only export the Markers without functions!

--------------------------------------

I'll list some of them here for you:

- to open the menu, just click the button in your chat-window, or type /marker


- you can create multiple Marker-Profiles for each instance


- distance-based Marker activation to increase the performance


- each Marker can be edited after placing it, you can also change the texture


- add new Markers quickly with a keybind


- import and export config for "Elms Markers" and "Marker" (yes, you can import an Elms-Config)
(When you have missing textures after import, you need to re-import the config again. It will not work if you export the broken config and import this one)


- there is a menu to connect placed markers (if you want to make a line of Markers or place a Marker directly in the center between two other Markers)


- you can also share Markers over the chat and load them by clicking the chat-message


- there are 71 textures by default, but you can enable all texture packs in the addon settings to be able to use all 1000+ textures (who wouldn't like to use pepe in eso?)


... and even more.


Sometimes a Marker might not be removed when editing it, to solve this error you can use the command /markerclear

Required Dependencies:
- LibAkaUtils - Version 19 or higher
- LibEmote & LibEmote-Notifier - Version 1.10 or higher
- OdySupportIcons
- LibAddonMenu-2.0
- LibChatMessage
- LibBase64
- LibJson
- LibChatMenuButton
2.22
- small bugfix on Marker-Functions

2.21
- added Marker-Functions

2.20
- changed config export and import, also added optional requirements for markers as beta feature (there is no UI for that yet), requirements can for example enable markers only if a boss has a specific % of hp or casts a skill... and everything else that the API offers

2.19
- changed how Markers are stored and handled in the addon, this should fix some bugs with invisible Markers

2.18
- applied changes from LibChatMenuButton

2.17
- fixed a small bug that caused errors with the backup

2.16
- added internal lib to check saved vars and create backups of all markers and profiles

2.15
- Dependency Updates, new dependencies:
LibBase64, LibJson, LibChatMenuButton

2.14
- fixed some small bugs with profile/marker saving

2.13
- fixed bug with disappering profiles

2.12
- small bugfix

2.11
- selected Markers will now be highlighted in the list
- changed chat-notifications to alerts
- increased performance with the new LibEmote-Update

2.10
- improved addon performance
- shared icons will now replace other icons on the same position, even if they have different ids

2.9
- added option to export Markers for Elms

2.8
- the window will now close automatically when you enter a fight
- removed annoying letters/numbers that appear on Markers

2.7
- added command /markerclear as button in the ui
- added resize option for all markers in settings

2.6:
- Added dialog to adjust icon size before importing Markers from an Elms-Config

2.5:
- Added Marker-Connect option when selecting more than 1 Marker
- Added Chat-Command "/markerclear" to remove buggy icons
Archived Files (27)
File Name
Version
Size
Uploader
Date
2.21
72kB
akamatsu02
03/18/24 07:36 AM
2.20
71kB
akamatsu02
03/15/24 03:48 PM
2.19
71kB
akamatsu02
03/01/24 08:55 PM
2.18
263kB
akamatsu02
02/13/24 10:37 PM
2.17
263kB
akamatsu02
02/11/24 03:05 AM
2.16
263kB
akamatsu02
02/10/24 07:33 PM
2.15
259kB
akamatsu02
02/09/24 07:46 PM
2.14
15kB
akamatsu02
11/10/23 04:47 PM
2.13
15kB
akamatsu02
11/07/23 09:10 AM
2.12
15kB
akamatsu02
11/06/23 06:40 PM
2.11
48kB
akamatsu02
11/06/23 06:03 PM
2.10
14kB
akamatsu02
10/28/23 05:35 PM
2.9
50kB
akamatsu02
10/27/23 06:32 PM
2.8
14kB
akamatsu02
10/27/23 05:28 PM
2.7
13kB
akamatsu02
10/25/23 09:47 AM
2.6
13kB
akamatsu02
10/24/23 02:57 PM
2.6
48kB
akamatsu02
10/24/23 01:13 PM
2.5
47kB
akamatsu02
10/24/23 08:45 AM
2.4
12kB
akamatsu02
10/11/23 03:18 PM
2.3
47kB
akamatsu02
10/10/23 08:44 AM
2.2
12kB
akamatsu02
10/09/23 09:32 AM
2.1
12kB
akamatsu02
10/09/23 08:30 AM
2.0
27kB
akamatsu02
08/08/23 05:18 PM
1.5
26kB
akamatsu02
08/04/23 07:10 AM
1.4
26kB
akamatsu02
07/28/23 08:24 PM
1.3
14kB
akamatsu02
07/20/23 11:22 AM
1.2
13kB
07/18/23 04:01 AM


Post A Reply Comment Options
Unread 01/09/24, 09:19 AM  
wambo
AddOn Author - Click to view AddOns

Forum posts: 38
File comments: 457
Uploads: 3
Originally Posted by wambo
Not sure how the "Get Elms Config" is supposed to work.

When I click it a small window opens, but I can't paste anything into it (I copied the export string from ELMS before).
I can paste it into the config field, but that results in missing textures (so I assume that is not how it is supposed to work)
Turns out it was User Error:
The EmotePacks have to be enabled manually (they're only Optional Dependencies) and with enabling EmotePack_ESO and EmotePack_Marker it works
Report comment to moderator  
Reply With Quote
Unread 12/18/23, 02:21 PM  
wambo
AddOn Author - Click to view AddOns

Forum posts: 38
File comments: 457
Uploads: 3
Not sure how the "Get Elms Config" is supposed to work.

When I click it a small window opens, but I can't paste anything into it (I copied the export string from ELMS before).
I can paste it into the config field, but that results in missing textures (so I assume that is not how it is supposed to work)
Report comment to moderator  
Reply With Quote
Unread 10/24/23, 01:38 PM  
Baertram
Super Moderator
 
Baertram's Avatar
ESOUI Super Moderator
AddOn Author - Click to view AddOns

Forum posts: 4973
File comments: 6038
Uploads: 78
Please remove hidden files and folders like Marker/.vs/ or Marker/.github/ etc. before zipping them, next time.
Thank you
Report comment to moderator  
Reply With Quote
Unread 10/23/23, 12:09 PM  
akamatsu02
 
akamatsu02's Avatar
AddOn Author - Click to view AddOns

Forum posts: 0
File comments: 18
Uploads: 10
Originally Posted by Lost.Seeker
Hello
Can you add a default resize option?
Hi, I'll add it with the geometry-marker update. ^^
Report comment to moderator  
Reply With Quote
Unread 10/19/23, 05:10 AM  
Lost.Seeker
 
Lost.Seeker's Avatar
AddOn Author - Click to view AddOns

Forum posts: 0
File comments: 32
Uploads: 2
Hello
Can you add a default resize option?
Report comment to moderator  
Reply With Quote
Unread 10/11/23, 04:34 PM  
akamatsu02
 
akamatsu02's Avatar
AddOn Author - Click to view AddOns

Forum posts: 0
File comments: 18
Uploads: 10
Originally Posted by Baertram
Hint: You can use left mouse button texture and right mouse button texture in strings with this:

"|t100.000000%:100.000000%:EsoUI/Art/Miscellaneous/icon_LMB.dds|t = Select / |t100.000000%:100.000000%:EsoUI/Art/Miscellaneous/icon_RMB.dds|t = Add to favorite"
Thanks for the info, I'll add it in the next update of LibEmote (the selection is not part of the Marker addon ^^")
Report comment to moderator  
Reply With Quote
Unread 10/11/23, 04:17 PM  
Baertram
Super Moderator
 
Baertram's Avatar
ESOUI Super Moderator
AddOn Author - Click to view AddOns

Forum posts: 4973
File comments: 6038
Uploads: 78
Hint: You can use left mouse button texture and right mouse button texture in strings with this:

"|t100.000000%:100.000000%:EsoUI/Art/Miscellaneous/icon_LMB.dds|t = Select / |t100.000000%:100.000000%:EsoUI/Art/Miscellaneous/icon_RMB.dds|t = Add to favorite"
Last edited by Baertram : 10/11/23 at 04:17 PM.
Report comment to moderator  
Reply With Quote
Unread 08/08/23, 05:19 PM  
akamatsu02
 
akamatsu02's Avatar
AddOn Author - Click to view AddOns

Forum posts: 0
File comments: 18
Uploads: 10
Originally Posted by ExoY
In order for icons to appear stationary for a players perspective. Every icon's anchor needs to be adjusted every few milli seconds down to every frame.
(How many depends on the person, and how smooth they want it)

Depending on content, hardware and other aspects this can cause quickly detectable performance impacts if to many icons needs to be adjusted. ( I have people reporting decreased performance with icons on every group member + a few position icons already)


Drawing everything when you enter an instance does not seem ideal, as you might end up with icons outside the visible range that are still constantly updated. Maybe look into some distance based activation and detection of sub zones etc as well.
I added a distance based activation in the latest version, thanks for the comment
Report comment to moderator  
Reply With Quote
Unread 08/04/23, 08:42 AM  
ExoY
 
ExoY's Avatar
AddOn Author - Click to view AddOns

Forum posts: 88
File comments: 134
Uploads: 12
In order for icons to appear stationary for a players perspective. Every icon's anchor needs to be adjusted every few milli seconds down to every frame.
(How many depends on the person, and how smooth they want it)

Depending on content, hardware and other aspects this can cause quickly detectable performance impacts if to many icons needs to be adjusted. ( I have people reporting decreased performance with icons on every group member + a few position icons already)


Drawing everything when you enter an instance does not seem ideal, as you might end up with icons outside the visible range that are still constantly updated. Maybe look into some distance based activation and detection of sub zones etc as well.
Report comment to moderator  
Reply With Quote
Unread 07/22/23, 06:58 PM  
akamatsu02
 
akamatsu02's Avatar
AddOn Author - Click to view AddOns

Forum posts: 0
File comments: 18
Uploads: 10
Re: Re: Re: Circle Impelemtation

Originally Posted by Baertram
Looks nice to have such a feature, but I somehow have the fear it "could" have an performance impact
Depends on if and how often the circles need a redraw to show them properly for the group members.

Originally Posted by akamatsu02
Originally Posted by ExoY
Hello,

How is the circle on the ground implemented?
I didnt look at the actual code but your picture looks like it is comprised of multiple individual icons.
Hi,
I use the midpoint circle algorithm there to get all coordinates on the perimeter of the circle and then place an icon every 50 coordinates. This is ofc not the best option, but it was the easiest when I created the addon some months ago ^^
I only tested the performance on my laotop (~2.5 years old), there it was possible to have 10 large circles in front of me without any performance impact.
I dont know how OdySupportIcons does it with the redraw, but I only place all icons of an instance when the player ports in it.
However in a future version there will be a refresh if a specific icon is removed, but even this wasn't noticeable for a normal amount of icons in an instance ^^
Report comment to moderator  
Reply With Quote
Unread 07/21/23, 05:11 AM  
Baertram
Super Moderator
 
Baertram's Avatar
ESOUI Super Moderator
AddOn Author - Click to view AddOns

Forum posts: 4973
File comments: 6038
Uploads: 78
Re: Re: Circle Impelemtation

Looks nice to have such a feature, but I somehow have the fear it "could" have an performance impact
Depends on if and how often the circles need a redraw to show them properly for the group members.

Originally Posted by akamatsu02
Originally Posted by ExoY
Hello,

How is the circle on the ground implemented?
I didnt look at the actual code but your picture looks like it is comprised of multiple individual icons.
Hi,
I use the midpoint circle algorithm there to get all coordinates on the perimeter of the circle and then place an icon every 50 coordinates. This is ofc not the best option, but it was the easiest when I created the addon some months ago ^^
Last edited by Baertram : 07/21/23 at 05:12 AM.
Report comment to moderator  
Reply With Quote
Unread 07/18/23, 05:17 AM  
akamatsu02
 
akamatsu02's Avatar
AddOn Author - Click to view AddOns

Forum posts: 0
File comments: 18
Uploads: 10
Re: Circle Impelemtation

Originally Posted by ExoY
Hello,

How is the circle on the ground implemented?
I didnt look at the actual code but your picture looks like it is comprised of multiple individual icons.
Hi,
I use the midpoint circle algorithm there to get all coordinates on the perimeter of the circle and then place an icon every 50 coordinates. This is ofc not the best option, but it was the easiest when I created the addon some months ago ^^
Report comment to moderator  
Reply With Quote
Unread 07/18/23, 04:57 AM  
ExoY
 
ExoY's Avatar
AddOn Author - Click to view AddOns

Forum posts: 88
File comments: 134
Uploads: 12
Circle Impelemtation

Hello,

How is the circle on the ground implemented?
I didnt look at the actual code but your picture looks like it is comprised of multiple individual icons.
Report comment to moderator  
Reply With Quote
Post A Reply



Category Jump: