Boss Shields when dead #282


  • Fixed
  • Enhancment
Closed
  • Stanzilla created this issue Mar 8, 2012
    Maintainer

    What steps will reproduce the problem?
    1. assign text-up indicator to boss shields
    2. let someone die

    What is the expected output? What do you see instead?
    it should show nothing in the text / it shows "100%" for the dead unit

    What Grid2 version and language of WoW are you using?
    r665 / enGB

    Do you have an error log of what happened?

    Please provide any additional information below.

  • Stanzilla added the tags New Enhancment Mar 8, 2012
  • michaelsp posted a comment Mar 8, 2012

    i need to know the cause of the death: has  the player fallen off deathwing ? or the corpse was above the boss ?.

    A workaround is mapping the "death" status to the same indicator as boss_shields  (an put the death status higher in priority: first in the
    list), so when a unit dies the word "death" is displayed even if the bossshield indicator is enabled.


    Edited Mar 8, 2012
  • michaelsp removed a tag New Mar 8, 2012
  • michaelsp added a tag Waiting Mar 8, 2012
  • Stanzilla posted a comment Mar 9, 2012

    I think it was when they released their corpse, and I have the death indicator assigned to "text-up", too. I will do some more testing ingame...

  • Stanzilla removed a tag Waiting Mar 9, 2012
  • Stanzilla added a tag Replied Mar 9, 2012
  • Stanzilla posted a comment Mar 9, 2012

    @Stanzilla: Go

    Nope, still shows the shield status:

    http://i.imgur.com/rP36X.png

  • michaelsp posted a comment Mar 9, 2012

    <<reply 581844>>

    Umm is difficult to fix this issue is not only the bosshields status also the health & death statuses are affected, and they are independent. Seems in this combat the game does not fire important events when a player dies, and dont inform in combatlog too: not aura_broken, aura_removed, unit_died events in combat log :(.
    Well, really the issue is easy to fix, but the cost is increasing a lot the cpu usage, i dont want to use the aura event to update the health / boss shields statuses, because this event is fired a lot of times per second degrading the grid2 performance.
    A non processed combat_log file of this fight could help me, im only doing this fight in normal mode and normally nobody dies so its dificult to test this stuff for me.


    Edited Mar 9, 2012
  • michaelsp posted a comment Mar 9, 2012

    <<reply 581890>>

    Finally i implemented a fix, i dont like too much the way i fixed the issue, but the added code is executed only 2 times per second for the shielded units, so the extra cpu usage must not be noticeable. Not tested but must work.


    Edited Mar 9, 2012
  • michaelsp removed a tag Replied Mar 9, 2012
  • michaelsp added a tag Waiting Mar 9, 2012
  • Stanzilla posted a comment Mar 9, 2012

    It actually happens everywhere not only in this fight. On the screenshot that I provided, I'm in the center of OG. Meaning I died to fall dmg.


    Edited Mar 9, 2012
  • Stanzilla removed a tag Waiting Mar 9, 2012
  • Stanzilla added a tag Replied Mar 9, 2012
  • michaelsp posted a comment Mar 9, 2012

    <<reply 581990>>

    I think your are speaking about the "death" issue, but this is a different issue, this happens some times, death status  is not enabled, due a delay in the game client to register the deaths, UnitIsDeadOrGhost says the unit is alive when its is already death.  I have not found yet a good way to fix this without decreasing the grid2 performance.


    Edited Mar 9, 2012
  • Stanzilla posted a comment Mar 9, 2012

    @michaelspain: Go

    hrm, I tested r666 and I still get a Shields percentage when I die. :( When I then play around with the profiles (switching) the percentage display disappears.


    Edited Mar 9, 2012
  • michaelsp posted a comment Mar 9, 2012

    <<reply 582021>>

    Thats is amazing, i added a check that is executed continouslly in a timer, and clears the status if a unit is dead. Im sure the added code is correct, i tested the stuff with a faked shield outside the instance and the shield is cleared. I dont know how UnitIsDeadOrGhost can always report that the player is still alive.

    Umm, maybe the problem is not in the status itself. Seems your are using  the "Show/Display percent" option in the text indicator. Try to disable this option, the indicator must display the absolute shield value (90k, 140k, etc).

    Do you know if maybe some lua error is generated  ?

    Update: I dont know if this is the case, but with "display percent" option enabled and "Show death at full health" option enabled, when you die, a 100% is displayed, but not by the shields status but by the health-status.


    Edited Mar 9, 2012
  • michaelsp removed a tag Replied Mar 9, 2012
  • michaelsp added a tag Waiting Mar 9, 2012
  • Stanzilla posted a comment Mar 9, 2012

    @michaelspain: Go

    I have "Show death at full health" disabled and "show percent" enabled for text-up. when I untick "show percent", the "100%" go away and it displays "DEAD".

    There is no lua error at the moment. So, the real problem is the hp status sending a 100% text when the unit is dead?


    Edited Mar 9, 2012
  • Stanzilla removed a tag Waiting Mar 9, 2012
  • Stanzilla added a tag Replied Mar 9, 2012
  • michaelsp posted a comment Mar 9, 2012

    <<reply 582432>>

    The problem is that enabling "display percents", the text indicator asks a percent value to the statuses, the death status returns the required value, that is:
    100%  for death units (or the percent transparency color configured in death status -> color)
    0% for alive units.
    So the 100% displayed means that you are 100% death :P

    I could remove the ability to return percents in the death status, but this percent is necessary when the status is linked to the "alpha" indicator, because is used to assign the transparency of the cell, for example if you want a semitransparent or full transparent cell if a unit is dead.

    It is more a design problem, the problem can be workarounded, creating two text-indicators in the same place, and asigning a higher framelevel to one of them:
    one text-indicator (display percent disabled) linked to -> death
    another text indicator (display percent enabled) linked to -> bosshields and health deficit.

    I have to think if there is a way to fix this design issue (and to decide if its makes sense to fix it).


    Edited Mar 9, 2012
  • michaelsp removed a tag Replied Mar 11, 2012
  • michaelsp added a tag Started Mar 11, 2012
  • michaelsp posted a comment Mar 12, 2012

    Uploaded a version that must fix the display percents issue.

  • michaelsp removed a tag Started Mar 12, 2012
  • michaelsp added a tag Waiting Mar 12, 2012
  • michaelsp removed a tag Waiting Mar 24, 2012
  • michaelsp added a tag Fixed Mar 24, 2012
  • michaelsp closed issue Mar 24, 2012

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