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.
All scenes are in AVR.sceneManager.scenes. See GetSceneArgs in Options.lua. All normal scenes, including received scenes, are saved. Scenes returned by AVR:GetTempScene have save field set to false and are not saved.
But why do you need to enumerate all scenes or send them to anyone in AVR Encounters? I'd just make one scene with AVR:GetTempScene and use that for everything.
I just saw this comment on page 4 or so:
Yes, a separate module would probably be better. In this module (how I see it at least), the user would be able to select an event type (Boss speech or emote, raid debuff, boss hp, spellcast, etc) along with the value, and pick a scene which should become visible when this event triggers.
This sounds like an appropriate feature for AVR Encounters, although not quite as described.
Question for Olog: Can you provide some code that enumerates all scenes, for use in a configuration drop down? I assume the raid leader would have sent some scene to everyone. Do scenes sent from other players persist across relogs?
Unit markers can optionally draw a line to the target they follow. Having the same functionality in the new arrow mesh sounds like a good idea. Something like this should work with the marker mesh:
Olog: Working on AVR Encounters, and someone asked me this tonight as a suggestion. Does AVR have the ability to draw a line from the player to another player? (Or better, an arrow.) Or even draw a line from any player to any other player? If not, this would be a great addition. Examples include an AVR arrow to your bite target in BQL; an arrow to the Big Ooze kiter in Rotface; an arrow to all the spikes in Marrowgar; etc. All of this could be implemented in AVR Encounters if your API supported it. I wasn't able to find it in CoreTools or CorePublic.
Thanks again!
http://wow.curse.com/downloads/wow-addons/details/vamparrow.aspx
Your raid leader does need to be running bite assignments through Vamp for this to work.
Yes, I think that should do it if only the coordinates worked there. They fixed Lana'thel's room in last patch but Lich King platform is still bugged except in phase 1 and phase transitions.
I refer to this addon only as the "Cheater Addon", because it makes life so much easier. This is in no way meant disrespectful - I'm loving this addon. :)
That being said, on Lich King heroic, there's a new spell, Shadow Trap, for which this addon can show its full power once again.
I just copied over the Defile part of the LichKing.lua, replaced the spell ID with 73529 and also added this ID to mod.toggleOptions.
Now, as you mention in the description, Defile wouldn't work in phase 2+ due to zone coordinates not available then. As today was our first run on LK25 heroic, I do not know if Shadow Traps also spawn in phases after 1 (in 10 man they do not according to a video). It was working just fine in phase 1 though.
If they don't, you could add that code to the LichKing encounter and enable the lua (which is currently commented out in the .toc file).
As far as the mechanic of Shadow Trap goes, it is somewhat similar to Defile, however not the same. The Lich King does a 0.5 sec cast on a player, under whom will then spawn the Shadow Trap. It will NOT follow the player as Defile does, instead it will spawn where the player was standing at the time of the cast.
So setting the third parameter on AVR:AddCircleWarning() to false should do the job, as it prevents the circle from following the player. I could not test this though, as I've just only now had the time to dig into the code a little deeper. I also do not know how many yards exactly the Shadow Trap is in diameter. But the standard 5 yards seemed not too far off. Maybe a little more.
This is what the function should look like then:
Is there a way to put the officers chat as a sharing chat option? Or maybe for the raid, only allow people with assist to share people. Lot of people drawing suns, clouds and houses in middle of an explanation suxx :S
You can't stop people from sending scenes but you can choose not to receive them from others than raid leader and raid officers if you want to. Take a look in the sharing options.
Just want to say that this addon is fantastic, rarely do I see an addon, and think WOW this is the future. You have pioneered something here, and any work done on the addon is appreciated.
Is there any kind of testing, that you would like people to do, that could possibly help with its development? In yesterday's raid, the range checker was working perfect in Lanathel's room.
BigWigs range check is an approximation, at least for most ranges.
Range in AVR is measured from map coordinates and is very accurate. Also the range circles are very accurately right size. But if you go try on target dummies for example you'll see that you have about 3 yards more range than you should on most direct attack spells. That's the dummy hit box, or rather one of them. AOE spells seem to use a bit smaller hit box, about 1.5 yards on dummies. These also vary by mob, heroic target dummy has a bit bigger hit boxes.
I did some fast tests and players seem to have a similar hit box for direct spells but 0 yd hit box for AOE. So I'd guess that AOE boss abilities use the 0 yd hit box and for boss encounters the range you're interested in is measured to the center of the model, which is what the range warning scene in AVR does.
Found AVR from the WoWI pick of the week, and wow I'm in love with it :D I've dreamt of something like this, and AVR does it just how I imagined it would work, great job.
One question, however: when using a range circle scene set at 6 yards, the BigWigs proximity display still warns me that there are players within 6 yards of me even when there are no players within the circle. Do you know which one is correct, or is it some other issue?