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argus [2020/02/15 04:04] rikudouargus [2020/02/15 06:24] rikudou
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     * Returns //table DirectionalAOE// of current AOEs that are on the ground where each **key is the entityID** source, and value is the //DirectionalAOE// structure (listed below) and are attached to an entity (they originate from the source entity's center point). **Most commonly used for line AOEs**, conals, and donuts, but also includes circles. **Also returns AOEs before the telegraphs are drawn, also returns AOEs with no telegraphs.**     * Returns //table DirectionalAOE// of current AOEs that are on the ground where each **key is the entityID** source, and value is the //DirectionalAOE// structure (listed below) and are attached to an entity (they originate from the source entity's center point). **Most commonly used for line AOEs**, conals, and donuts, but also includes circles. **Also returns AOEs before the telegraphs are drawn, also returns AOEs with no telegraphs.**
   * **''Argus.getCurrentTethers()''**   * **''Argus.getCurrentTethers()''**
-    * Returns //table// where each key is ///number// entityID and each value is //table// tether. The list is all active tethers/chains/links between 2 entities. Each tether table has the following values: //number// type, //number// targetID. This type is similar to overhead marker types, each type will have exactly the same animation for every instance that shares that type (ex type 2 tethers will always look the same). However, how or when the tether resolves, is not known to the client.+    * Returns //table// where each key is //number// entityID and each value is //table// tether. The list is all active tethers/chains/links between 2 entities. Each tether table has the following values: //number// type, //number// targetID. This type is similar to overhead marker types, each type will have exactly the same animation for every instance that shares that type (ex type 2 tethers will always look the same). However, how or when the tether resolves, is not known to the client.
   * **''Argus.registerOnMarkerAdd(//function// func)''**   * **''Argus.registerOnMarkerAdd(//function// func)''**
     * Registers //func// into marker func list, and //func// will get called any time there is an overhead marker added to an entity. Function //func// should be defined with the following arguments: ''func(//number// entityID, //number// markerType)''. Argument //entityID// is the id of the entity to which the marker is being added to, and argument //markerType// is the marker type that is added to entity. Marker type is consistent across mechanics. A marker of type 2 will always have the same animation.     * Registers //func// into marker func list, and //func// will get called any time there is an overhead marker added to an entity. Function //func// should be defined with the following arguments: ''func(//number// entityID, //number// markerType)''. Argument //entityID// is the id of the entity to which the marker is being added to, and argument //markerType// is the marker type that is added to entity. Marker type is consistent across mechanics. A marker of type 2 will always have the same animation.
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     * ''//number// aoeType''     * ''//number// aoeType''
       * Animation/omen type of AOE       * Animation/omen type of AOE
-    * ''//number// aoeRadius'' +    * ''//number// aoeLength'' 
-      * Radius in yalms of aoe+      * Length/radius in yalms of aoe
     * ''//number// aoeWidth''     * ''//number// aoeWidth''
       * Width in yalms of aoe (0 for circles and cones etc)       * Width in yalms of aoe (0 for circles and cones etc)
argus.txt · Last modified: 2021/07/14 21:11 by rikudou