AVR
Note: AVR will be broken in patch 3.3.5. See this
AVR (Augmented Virtual Reality) allows you to draw and add lines, circles and other markings on the 3D world itself. All markings may also be shared with others. Suitable for example to mark locations when explaining raid tactics. These marks can even be left visible for the fight itself.
Other things you can do with AVR:
- Draw range circles around you or someone else at any range
- Clearly mark players close to you
- Mark any location relative to player position and rotation, for example mage blink landing spot
- Measure distances
- Boss encounter warnings (using a separate addon)
Boss encounters
AVR does not contain a built in boss encounters module anymore. They are now done by a separate addon. At the moment there are two options.
- AVR Encounters adds AVR warnings for various boss abilities. It does not require any other boss encounter addon to work. It is not a replacement for traditional boss encounter addons as it does not do ability timers, sound warnings etc. It can be used with any traditional boss encounter addon such as BigWigs, DBM or DXE.
- Raid Watch 2 is a full boss encounter addon much like BigWigs, DBM or DXE. It has built-in support for AVR and also does timer bars and other kinds of warnings.
Whichever you choose to use, you will also need to install AVR.
Important note: If you have installed a previous version of AVR which contained the AVR BigWigs module then you should delete that. Simply delete your Interface\Addons\AVR_BigWigs_Citadel folder.
Limitations and known issues
There are some fundamental limitations caused by what information is available to addons. These are mostly related to the exact position of camera and lack of unit Z coordinates. In particular you should note following:
- Drawing works best on a flat surface (note that for example Dalaran has very uneven roads).
- Camera getting stuck in a wall or ceiling will cause any markings to go out of sync with rest of the world.
- Any kind of stairs/slopes and such cause troubles.
- Jumping and other kinds of vertical movement causes the drawings to move with you.
- Everything is drawn over the 3d world. This means that things that should be behind walls or units will appear in front of them.
- Camera auto follow causes some problems. See also this
Some other known issues are:
- All vehicles (like the ones at the start of Ulduar) are a bit problematic.
- Lifts, moving platforms and in particular Gunships in Icercown Citadel raid have some problems.
- Player map coordinates are unavailable in Icecrown Citadel raid on Lich King platform after the edges have collapsed. This means that any markings tied to zone coordinates or other players than yourself are unusable there. (Lana'Thel's room was fixed in 3.3.3 though the ramps leading there are still a bit odd.)
- Player map coordinates are also not available in arenas or instances released before Wrath of the Lich King and so most things don't work in either of those.
How to use
See How to use.
Frequently asked questions
See FAQ.
Do you get any error messages or how does Power Auras stop functioning?
As soon as I disable AVR it starts working normally.
Have you tried disabling all other addons but AVR and PowerAuras? If you control+click the spells in PowerAuras, does it give you a reason why something isn't shown?
Thanks for the help here. It looks just really good with the textures are changing in relation to the mouse-look in respect that i just throw the texture from aura into the mesh object code. :D I was working for a thing like this in PowerAuras then i was the author back then. But it was very complicated to understand how to do it. ;)
@Prime311: The thing is then you are sharing the scenes that it is data that must be transmitted through the addon channel. And now think about it in an encounter. Its really a big amount of data, that just can be removed with a local addon(AVRE) for everyone here.
AVRE doesn't create shareable scenes. AVRE creates on-the-fly meshes (assuming through temp scenes) for encounters based on boss abilities, debuffs, timers, etc. It's event driven. Unlike, say, in Sindragosa somebody with just AVR can setup a scene with raid icon meshes of where to stand with frost beacons. That scene can be shared.
Also note AVRE and AVR are by different authors. You should ask AVRE questions on the AVRE page. :P
This addon(with AVRe) feels like cheating. It really is that much of an advantage lol. That said I'm having fun with paint. I can't seem to create separate Paint meshes though.
Is it possible to have a new paint mesh button so you can make separate paint meshes?
Is there any way to have an eraser type thing if you make a mistake in the Painter without having to start over?
Is there a way to share an Encounter AVR to someone with AVR but not AVRe installed?
All players will always have to have both AVR and AVRE in order to experience the boss warnings. There is simply not enough network bandwidth available to communicate scenes dynamically during the fight across the entire raid. Each player's computer must create it's own scenes in response to boss mechanics; that's what AVRE does.
suggest that you could use the icons of the spells? those ones you can choose when you make a macro. every wow client has them.
is text / words on the ground too complicated?
suggest ability to have scenes / layers of some sort based on the phase of the boss fight? tie it into dbm/bigwigs? but its still even useful if the raidleader has to manually swap the phases for the whole raid.
noticed that malleable goo circles are put under everyone. couldnt dbm tell you who was targeted, then circle under them.
I'm not going to tie AVR again to DBM/BigWigs. If someone else wants to make an addon that does that and then toggles visibility of selected scenes then that's certainly a possibility. I know Allara had plans like that for AVR Encounters at one point.
The 3d AVR does isn't really true 3d and using anything but solid color textures has a few technical problems. 2d text could be placed next to the 3d models which is something that I might add later.
You can of course experiment with whatever you want but changing the texture of marker meshes or circles isn't really intended, at least not yet. I explained why it doesn't work too well a few pages back in these comments.
That said, if you only want a custom texture then I think you'll be better off using AVRFilledCircleMesh instead of AVRMarkerMesh. It should have everything you need without the additional stuff AVRMarkerMesh has.
To remove the mesh just use mesh:Remove(). You have mesh as a local variable there so you probably need to store it somewhere so you can find it again later. You can also iterate all meshes in the scene with something like
The GetTempScene will return the same scene object if you pass it same string but you'll still need to store the AuraId somewhere.
Hi, i'm completely excited about this addon. So i was messing with the code from PowerAuras and i came up with this:
Ok this works for showing the meshes. But now i have only a problem to remove the meshes in the scene. For the auras it was simpel an
aura:Hide();
but for the mesh i have something like
aura.mesh:Remove(); ???
or
aura:Remove(); ???
i don't know. nothing works. I'm not into object programming this far. ;) I appreciate the help if you or anyone else have time for me . :)
Greetings Garstiger
I'll try to add exactly that to the arrow mesh soon when I have time.
If anyone else has had this problem, please let me know. It's not a problem i would have expected from this type of addon, so it's a bit confusing to me, but trust me, after troubleshooting for a few hours, everything points to this one.
There also seems to be a bug with auto follow which causes it to never automatically adjust regardless of what you select in interface options. I'm not sure what's causing this, AVR shouldn't touch that option at all. However I've had a couple of people say that AVR breaks it. I've also myself tested and ran AVR with auto follow enabled and working fine. So I'm not sure what exactly triggers the bug. It also seems to persist even after uninstalling AVR or even resetting Interface and wtf folders completely. To fix it run "/script SetView(3); ResetView(3)".
About AVRArrowMesh: could it be used to say...create an arrow on you to the target person if that person is in your raid and out of range (for healers for example)? Even if it just created a static arrow that repositions only when you target or re-target? If so I have a free weekend and would love to write that (as another static mesh like range, if possible).
edit; @Shurshik: RangeWarning does a lot of the work of drawing a line between u and someone close to you, Ive been reading through that and if I can incorporate its code into the ArrowMesh code we could have an arrow mesh thats bound to 1 player and follows another, which could also be used for my healer-who-doesnt-know-where-to-run-to-heal-that-guy problem (arrow of fixed dist from start, the healer, and points in the direction of his target).