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<br/> <h1>Argus</h1>

<h2>Contents</h2> <ul> <li><a href=“#World_Draw_Fields”>World Draw Fields </a></li> <li><a href=“#World_Draw_Structures”>World Draw Structures </a></li> <li><a href=“#World_Draw_Functions”>World Draw Functions </a></li> <li><a href=“#Detection_Structures”>Detection Structures </a></li> <li><a href=“#Detection_Functions”>Detection Functions </a></li> </ul>

<h2>Modules</h2> <ul class=“nowrap”>

<li><strong>argus</strong></li>

</ul>

<h1>Module

argus

</h1> <p>Advanced detections/drawing library</p> <p></p>

<h2><a href=“#World_Draw_Fields”>World Draw Fields </a></h2> <table class=“function_list”>

<tr>
<td class="name" nowrap><a href="#u32color">u32color</a></td>
<td class="summary">Integer color value used in Argus functions</td>
</tr>

</table> <h2><a href=“#World_Draw_Structures”>World Draw Structures </a></h2> <table class=“function_list”>

<tr>
<td class="name" nowrap><a href="#rgbFill">rgbFill</a></td>
<td class="summary">Structure used for old Argus timed draws</td>
</tr>

</table> <h2><a href=“#World_Draw_Functions”>World Draw Functions </a></h2> <table class=“function_list”>

<tr>
<td class="name" nowrap><a href="#Argus.addCircleFilled">Argus.addCircleFilled</a></td>
<td class="summary">Draw a filled circle on the ground at world coordinates for this frame.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Argus.addConeFilled">Argus.addConeFilled</a></td>
<td class="summary">Draw a timed cone on the ground at world coordinates for this frame.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Argus.addCrossFilled">Argus.addCrossFilled</a></td>
<td class="summary">Draw a filled cross on the ground at world coordinates for this frame.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Argus.addDonutFilled">Argus.addDonutFilled</a></td>
<td class="summary">Draw a filled donut (torus) on the ground at world coordinates for this frame.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Argus.addLineFilled">Argus.addLineFilled</a></td>
<td class="summary">Draw a timed line between two world coordinate positions for this frame.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Argus.addRectFilled">Argus.addRectFilled</a></td>
<td class="summary">Draw a filled rectangle on the ground at world coordinates for this frame.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Argus.addTimedCircleFilled">Argus.addTimedCircleFilled</a></td>
<td class="summary">THIS FUNCTION IS DEPRECATED.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Argus.addTimedConeFilled">Argus.addTimedConeFilled</a></td>
<td class="summary">THIS FUNCTION IS DEPRECATED.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Argus.addTimedCrossFilled">Argus.addTimedCrossFilled</a></td>
<td class="summary">THIS FUNCTION IS DEPRECATED.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Argus.addTimedDonutFilled">Argus.addTimedDonutFilled</a></td>
<td class="summary">THIS FUNCTION IS DEPRECATED.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Argus.addTimedLineFilled">Argus.addTimedLineFilled</a></td>
<td class="summary">THIS FUNCTION IS DEPRECATED.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Argus.addTimedRectFilled">Argus.addTimedRectFilled</a></td>
<td class="summary">THIS FUNCTION IS DEPRECATED.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Argus.deleteTimedShape">Argus.deleteTimedShape</a></td>
<td class="summary">Deletes a timed draw given a uuid</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Argus2.addTimedCircleFilled">Argus2.addTimedCircleFilled</a></td>
<td class="summary">Draw a filled circle on the ground at world coordinates for a specified duration.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Argus2.addTimedConeFilled">Argus2.addTimedConeFilled</a></td>
<td class="summary">Draw a timed cone on the ground at world coordinates for a specified duration.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Argus2.addTimedCrossFilled">Argus2.addTimedCrossFilled</a></td>
<td class="summary">Draw a filled cross on the ground at world coordinates for a specified duration.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Argus2.addTimedDonutFilled">Argus2.addTimedDonutFilled</a></td>
<td class="summary">Draw a filled donut (torus) on the ground at world coordinates for a specified duration.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Argus2.addTimedLineFilled">Argus2.addTimedLineFilled</a></td>
<td class="summary">Draw a timed line between two world coordinate positions for a specified duration.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Argus2.addTimedRectFilled">Argus2.addTimedRectFilled</a></td>
<td class="summary">Draw a filled rectangle on the ground at world coordinates for a specified duration.</td>
</tr>

</table> <h2><a href=“#Detection_Structures”>Detection Structures </a></h2> <table class=“function_list”>

<tr>
<td class="name" nowrap><a href="#DirectionalAOE">DirectionalAOE</a></td>
<td class="summary">Structure for Directional AOEs that are usually originating from an entity</td>
</tr>
<tr>
<td class="name" nowrap><a href="#GroundAOE">GroundAOE</a></td>
<td class="summary">Structure for Ground AOEs that are not usually attached to any entity</td>
</tr>
<tr>
<td class="name" nowrap><a href="#aoeAnimationInfo">aoeAnimationInfo</a></td>
<td class="summary">Structure that contains information about an aoe's animation.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#aoeEffectInfo">aoeEffectInfo</a></td>
<td class="summary">Structure that contains information about an omen/telegraph.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#castType">castType</a></td>
<td class="summary">An integer to identify some aoe types.</td>
</tr>

</table> <h2><a href=“#Detection_Functions”>Detection Functions </a></h2> <table class=“function_list”>

<tr>
<td class="name" nowrap><a href="#Argus.getCurrentAOEs">Argus.getCurrentAOEs</a></td>
<td class="summary">Returns a merged list of <a href="#GroundAOE">GroundAOE</a>s and <a href="#DirectionalAOE">DirectionalAOE</a>s.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Argus.getCurrentDirectionalAOEs">Argus.getCurrentDirectionalAOEs</a></td>
<td class="summary">Returns list of current AOEs that are cast on the ground where each key is the entityID source, and value is the <a href="#DirectionalAOE">DirectionalAOE</a> structure.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Argus.getCurrentGroundAOEs">Argus.getCurrentGroundAOEs</a></td>
<td class="summary">Returns list of current AOEs that are on the ground where each key is the entityID source, and value is the <a href="#DirectionalAOE">DirectionalAOE</a>.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Argus.getCurrentTethers">Argus.getCurrentTethers</a></td>
<td class="summary">Returns table where each key is number entityID and each value is table tethers.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Argus.registerOnEntityCast">Argus.registerOnEntityCast</a></td>
<td class="summary">Registers func into entity cast func list.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Argus.registerOnEntityChannel">Argus.registerOnEntityChannel</a></td>
<td class="summary">Registers func into entity channel func list.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Argus.registerOnMarkerAdd">Argus.registerOnMarkerAdd</a></td>
<td class="summary">Registers func into marker func list, and func will get called any time there is an overhead marker added to an entity.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#onEntityCastFunc">onEntityCastFunc</a></td>
<td class="summary"></td>
</tr>
<tr>
<td class="name" nowrap><a href="#onEntityChannelFunc">onEntityChannelFunc</a></td>
<td class="summary"></td>
</tr>
<tr>
<td class="name" nowrap><a href="#onMarkerAddFunc">onMarkerAddFunc</a></td>
<td class="summary"></td>
</tr>

</table>

<br/> <br/>

  <h2 class="section-header "><a name="World_Draw_Fields"></a>World Draw Fields </h2>
  <dl class="function">
  <dt>
  <a name = "u32color"></a>
  <strong>u32color</strong>
  </dt>
  <dd>
  Integer color value used in Argus functions
  <ul>
      <li><span class="parameter">u32color</span>
  Use GUI:ColorConvertFloat4ToU32(r, g, b, a) to get this U32 value. The r, g, b, a values are all [0,1], not [0,255].
      </li>
  </ul>

</dd> </dl>

  <h2 class="section-header "><a name="World_Draw_Structures"></a>World Draw Structures </h2>
  <dl class="function">
  <dt>
  <a name = "rgbFill"></a>
  <strong>rgbFill</strong>
  </dt>
  <dd>
  Structure used for old Argus timed draws
  <h3>Fields:</h3>
  <ul>
      <li><span class="parameter">r</span>
          <span class="types"><span class="type">number</span></span>
       [0,1]
      </li>
      <li><span class="parameter">g</span>
          <span class="types"><span class="type">number</span></span>
       [0,1]
      </li>
      <li><span class="parameter">b</span>
          <span class="types"><span class="type">number</span></span>
       [0,1]
      </li>
      <li><span class="parameter">a</span>
          <span class="types"><span class="type">number</span></span>
       [0,1]
      </li>
  </ul>

</dd> </dl>

  <h2 class="section-header "><a name="World_Draw_Functions"></a>World Draw Functions </h2>
  <dl class="function">
  <dt>
  <a name = "Argus.addCircleFilled"></a>
  <strong>Argus.addCircleFilled (x, y, z, radius, segments, colorFill[, colorOutline][, outlineThickness=1.0])</strong>
  </dt>
  <dd>
  Draw a filled circle on the ground at world coordinates for this frame.
  <h3>Parameters:</h3>
  <ul>
      <li><span class="parameter">x</span>
          <span class="types"><span class="type">number</span></span>
      </li>
      <li><span class="parameter">y</span>
          <span class="types"><span class="type">number</span></span>
      </li>
      <li><span class="parameter">z</span>
          <span class="types"><span class="type">number</span></span>
      </li>
      <li><span class="parameter">radius</span>
          <span class="types"><span class="type">number</span></span>
       Radius of the circle in yalms.
      </li>
      <li><span class="parameter">segments</span>
          <span class="types"><span class="type">int</span></span>
       Number of segments for the circle.
  Generally only 50 segments is needed to draw a circle that looks round. For performance reasons I would recommend not going above 50 segments.
      </li>
      <li><span class="parameter">colorFill</span>
          <span class="types"><a class="type" href="#u32color">u32color</a></span>
       Fill Color of circle. If argument is nil, then no fill will be drawn.
      </li>
      <li><span class="parameter">colorOutline</span>
          <span class="types"><a class="type" href="#u32color">u32color</a></span>
       U32 Color for outline. If unspecified, an outline is not drawn.
       (<em>optional</em>)
      </li>
      <li><span class="parameter">outlineThickness</span>
          <span class="types"><span class="type">number</span></span>
       If outlineThickness is specified and colorOutline is not specified, Argus will use your current
  color shift value based on percent complete, and the alpha will be 1.
       (<em>default</em> 1.0)
      </li>
  </ul>

</dd>

  <dt>
  <a name = "Argus.addConeFilled"></a>
  <strong>Argus.addConeFilled (x, y, z, radius, angle, heading, segments, colorFill[, colorOutline][, outlineThickness=1.0])</strong>
  </dt>
  <dd>
  Draw a timed cone on the ground at world coordinates for this frame.
  The cone originates from x,y,z, and will go in the direction of heading.
  <h3>Parameters:</h3>
  <ul>
      <li><span class="parameter">x</span>
          <span class="types"><span class="type">number</span></span>
      </li>
      <li><span class="parameter">y</span>
          <span class="types"><span class="type">number</span></span>
      </li>
      <li><span class="parameter">z</span>
          <span class="types"><span class="type">number</span></span>
      </li>
      <li><span class="parameter">radius</span>
          <span class="types"><span class="type">number</span></span>
       If the cone was a circle instead, this gives the radius of that circle. Basically this is the length of the cone.
      </li>
      <li><span class="parameter">angle</span>
          <span class="types"><span class="type">number</span></span>
       Arc angle of the cone in radians. Basically, this is how wide the cone is.
      </li>
      <li><span class="parameter">heading</span>
          <span class="types"><span class="type">number</span></span>
       The direction the cone will face in radians.
      </li>
      <li><span class="parameter">segments</span>
          <span class="types"><span class="type">int</span></span>
       Generally only 30 segments is needed to draw a cone that looks round.
  For performance reasons I would recommend not going above 30 segments.
      </li>
      <li><span class="parameter">colorFill</span>
          <span class="types"><a class="type" href="#u32color">u32color</a></span>
       Fill Color of rectangle. If argument is nil, then no fill will be drawn.
      </li>
      <li><span class="parameter">colorOutline</span>
          <span class="types"><a class="type" href="#u32color">u32color</a></span>
       U32 Color for outline. If unspecified, an outline is not drawn.
       (<em>optional</em>)
      </li>
      <li><span class="parameter">outlineThickness</span>
          <span class="types"><span class="type">number</span></span>
       If outlineThickness is specified and colorOutline is not specified, Argus will use your current
  color shift value based on percent complete, and the alpha will be 1.
       (<em>default</em> 1.0)
      </li>
  </ul>

</dd>

  <dt>
  <a name = "Argus.addCrossFilled"></a>
  <strong>Argus.addCrossFilled (x, y, z, length, width, heading, colorFill[, colorOutline][, outlineThickness=1.0])</strong>
  </dt>
  <dd>
  Draw a filled cross on the ground at world coordinates for this frame.
  The cross is centered on x,y,z, and then rotated such that there is a rectangle facing the specified heading.
  <h3>Parameters:</h3>
  <ul>
      <li><span class="parameter">x</span>
          <span class="types"><span class="type">number</span></span>
      </li>
      <li><span class="parameter">y</span>
          <span class="types"><span class="type">number</span></span>
      </li>
      <li><span class="parameter">z</span>
          <span class="types"><span class="type">number</span></span>
      </li>
      <li><span class="parameter">length</span>
          <span class="types"><span class="type">number</span></span>
      </li>
      <li><span class="parameter">width</span>
          <span class="types"><span class="type">number</span></span>
      </li>
      <li><span class="parameter">heading</span>
          <span class="types"><span class="type">number</span></span>
       The direction the cross will face in radians.
      </li>
      <li><span class="parameter">colorFill</span>
          <span class="types"><a class="type" href="#u32color">u32color</a></span>
       Fill Color of rectangle. If argument is nil, then no fill will be drawn.
      </li>
      <li><span class="parameter">colorOutline</span>
          <span class="types"><a class="type" href="#u32color">u32color</a></span>
       U32 Color for outline. If unspecified, an outline is not drawn.
       (<em>optional</em>)
      </li>
      <li><span class="parameter">outlineThickness</span>
          <span class="types"><span class="type">number</span></span>
       If outlineThickness is specified and colorOutline is not specified, Argus will use your current
  color shift value based on percent complete, and the alpha will be 1.
       (<em>default</em> 1.0)
      </li>
  </ul>

</dd>

  <dt>
  <a name = "Argus.addDonutFilled"></a>
  <strong>Argus.addDonutFilled (x, y, z, radiusInner, radiusOuter, segments, colorFill[, colorOutline][, outlineThickness=1.0])</strong>
  </dt>
  <dd>
  Draw a filled donut (torus) on the ground at world coordinates for this frame.
  <h3>Parameters:</h3>
  <ul>
      <li><span class="parameter">x</span>
          <span class="types"><span class="type">number</span></span>
      </li>
      <li><span class="parameter">y</span>
          <span class="types"><span class="type">number</span></span>
      </li>
      <li><span class="parameter">z</span>
          <span class="types"><span class="type">number</span></span>
      </li>
      <li><span class="parameter">radiusInner</span>
          <span class="types"><span class="type">number</span></span>
       Inner radius of the donut.
      </li>
      <li><span class="parameter">radiusOuter</span>
          <span class="types"><span class="type">number</span></span>
       Outer radius of the donut
      </li>
      <li><span class="parameter">segments</span>
          <span class="types"><span class="type">int</span></span>
       Number of segments for the circle.
  Generally only 50 segments is needed to draw a circle that looks round. For performance reasons I would recommend not going above 50 segments.
      </li>
      <li><span class="parameter">colorFill</span>
          <span class="types"><a class="type" href="#u32color">u32color</a></span>
       Fill Color of rectangle. If argument is nil, then no fill will be drawn.
      </li>
      <li><span class="parameter">colorOutline</span>
          <span class="types"><a class="type" href="#u32color">u32color</a></span>
       U32 Color for outline. If unspecified, an outline is not drawn.
       (<em>optional</em>)
      </li>
      <li><span class="parameter">outlineThickness</span>
          <span class="types"><span class="type">number</span></span>
       If outlineThickness is specified and colorOutline is not specified, Argus will use your current
  color shift value based on percent complete, and the alpha will be 1.
       (<em>default</em> 1.0)
      </li>
  </ul>

</dd>

  <dt>
  <a name = "Argus.addLineFilled"></a>
  <strong>Argus.addLineFilled (x1, y1, z1, x2, y2, z2, colorFill, outlineThickness, endpointThickness)</strong>
  </dt>
  <dd>
  Draw a timed line between two world coordinate positions for this frame.
  <h3>Parameters:</h3>
  <ul>
      <li><span class="parameter">x1</span>
          <span class="types"><span class="type">number</span></span>
      </li>
      <li><span class="parameter">y1</span>
          <span class="types"><span class="type">number</span></span>
      </li>
      <li><span class="parameter">z1</span>
          <span class="types"><span class="type">number</span></span>
      </li>
      <li><span class="parameter">x2</span>
          <span class="types"><span class="type">number</span></span>
      </li>
      <li><span class="parameter">y2</span>
          <span class="types"><span class="type">number</span></span>
      </li>
      <li><span class="parameter">z2</span>
          <span class="types"><span class="type">number</span></span>
      </li>
      <li><span class="parameter">colorFill</span>
          <span class="types"><a class="type" href="#u32color">u32color</a></span>
      </li>
      <li><span class="parameter">outlineThickness</span>
          <span class="types"><span class="type">number</span></span>
      </li>
      <li><span class="parameter">endpointThickness</span>
          <span class="types"><span class="type">number</span></span>
      </li>
  </ul>

</dd>

  <dt>
  <a name = "Argus.addRectFilled"></a>
  <strong>Argus.addRectFilled (x, y, z, length, width, heading, colorFill[, colorOutline][, outlineThickness][, ignoreBase=false])</strong>
  </dt>
  <dd>
  Draw a filled rectangle on the ground at world coordinates for this frame.
  The rectangle originates from x,y,z, and will go width/2 yalms out in each direction up and down, then length yalms out in the direction of heading.
  <h3>Parameters:</h3>
  <ul>
      <li><span class="parameter">x</span>
          <span class="types"><span class="type">number</span></span>
      </li>
      <li><span class="parameter">y</span>
          <span class="types"><span class="type">number</span></span>
      </li>
      <li><span class="parameter">z</span>
          <span class="types"><span class="type">number</span></span>
      </li>
      <li><span class="parameter">length</span>
          <span class="types"><span class="type">number</span></span>
      </li>
      <li><span class="parameter">width</span>
          <span class="types"><span class="type">number</span></span>
      </li>
      <li><span class="parameter">heading</span>
          <span class="types"><span class="type">number</span></span>
       The direction the rectangle will face in radians.
      </li>
      <li><span class="parameter">colorFill</span>
          <span class="types"><a class="type" href="#u32color">u32color</a></span>
       Fill Color of rectangle. If argument is nil, then no fill will be drawn.
      </li>
      <li><span class="parameter">colorOutline</span>
          <span class="types"><a class="type" href="#u32color">u32color</a></span>
       U32 Color for outline. If unspecified, an outline is not drawn.
       (<em>optional</em>)
      </li>
      <li><span class="parameter">outlineThickness</span>
          <span class="types"><span class="type">number</span></span>
       If outlineThickness is specified and colorOutline is not specified, Argus will use your current
  color shift value based on percent complete, and the alpha will be 1.
       (<em>optional</em>)
      </li>
      <li><span class="parameter">ignoreBase</span>
          <span class="types"><span class="type">bool</span></span>
       If true, Argus will not draw the outline connecting the base of the rectangle. Useful for drawing crosses, however Argus already has a function for that, see <a href="#Argus.addCrossFilled">Argus.addCrossFilled</a>.
       (<em>default</em> false)
      </li>
  </ul>

</dd>

  <dt>
  <a name = "Argus.addTimedCircleFilled"></a>
  <strong>Argus.addTimedCircleFilled (timeout, x, y, z, radius, segments, rgbFill, alphaMin, alphaMax[, delay=0][, entityAttachID][, colorOutline][, outlineThickness=1.0])</strong>
  </dt>
  <dd>
  THIS FUNCTION IS DEPRECATED.  Use <a href="#Argus2.addTimedCircleFilled">Argus2.addTimedCircleFilled</a> instead.
  Draw a filled circle on the ground at world coordinates for a specified duration.
  <h3>Parameters:</h3>
  <ul>
      <li><span class="parameter">timeout</span>
          <span class="types"><span class="type">int</span></span>
       duration of the draw
      </li>
      <li><span class="parameter">x</span>
          <span class="types"><span class="type">number</span></span>
      </li>
      <li><span class="parameter">y</span>
          <span class="types"><span class="type">number</span></span>
      </li>
      <li><span class="parameter">z</span>
          <span class="types"><span class="type">number</span></span>
      </li>
      <li><span class="parameter">radius</span>
          <span class="types"><span class="type">number</span></span>
       Radius of the circle in yalms.
      </li>
      <li><span class="parameter">segments</span>
          <span class="types"><span class="type">int</span></span>
       Number of segments for the circle.
  Generally only 50 segments is needed to draw a circle that looks round. For performance reasons I would recommend not going above 50 segments.
      </li>
      <li><span class="parameter">rgbFill</span>
          <span class="types"><a class="type" href="#rgbFill">rgbFill</a></span>
      </li>
      <li><span class="parameter">alphaMin</span>
          <span class="types"><span class="type">number</span></span>
       Starting alpha value [0,1]
      </li>
      <li><span class="parameter">alphaMax</span>
          <span class="types"><span class="type">number</span></span>
       Ending alpha value, Argus will gradually increase from alphaMin to alphaMax over the duration of the draw. [0,1]
      </li>
      <li><span class="parameter">delay</span>
          <span class="types"><span class="type">int</span></span>
       Time in milliseconds to wait before the draw is shown. Useful for when mechanics happen
  back to back, and you want to delay showing the circles without precise timing.
       (<em>default</em> 0)
      </li>
      <li><span class="parameter">entityAttachID</span>
          <span class="types"><span class="type">int</span></span>
       will attach to specified entity ID, and x,y,z will dynamically be changed to specified entity
       (<em>optional</em>)
      </li>
      <li><span class="parameter">colorOutline</span>
          <span class="types"><a class="type" href="#u32color">u32color</a></span>
       U32 Color for outline. If unspecified, an outline is not drawn.
       (<em>optional</em>)
      </li>
      <li><span class="parameter">outlineThickness</span>
          <span class="types"><span class="type">number</span></span>
       If outlineThickness is specified and colorOutline is not specified, Argus will use your current
  color shift value based on percent complete, and the alpha will be 1.
       (<em>default</em> 1.0)
      </li>
  </ul>
  <h3>Returns:</h3>
  <ol>
         <span class="types"><a class="type" href="https://www.lua.org/manual/5.1/manual.html#5.4">string</a></span>
      uuid, see <a href="#Argus.deleteTimedShape">Argus.deleteTimedShape</a>
  </ol>

</dd>

  <dt>
  <a name = "Argus.addTimedConeFilled"></a>
  <strong>Argus.addTimedConeFilled (timeout, x, y, z, radius, angle, heading, segments, rgbFill, alphaMin, alphaMax[, delay=0][, entityAttachID][, targetAttachID][, colorOutline][, outlineThickness=1.0])</strong>
  </dt>
  <dd>
  THIS FUNCTION IS DEPRECATED.  Use <a href="#Argus2.addTimedConeFilled">Argus2.addTimedConeFilled</a> instead.
  Draw a filled cone on the ground at world coordinates for a specified duration.
  The cone originates from x,y,z, and will go in the direction of heading.
  <h3>Parameters:</h3>
  <ul>
      <li><span class="parameter">timeout</span>
          <span class="types"><span class="type">int</span></span>
       duration of the draw
      </li>
      <li><span class="parameter">x</span>
          <span class="types"><span class="type">number</span></span>
      </li>
      <li><span class="parameter">y</span>
          <span class="types"><span class="type">number</span></span>
      </li>
      <li><span class="parameter">z</span>
          <span class="types"><span class="type">number</span></span>
      </li>
      <li><span class="parameter">radius</span>
          <span class="types"><span class="type">number</span></span>
       If the cone was a circle instead, this gives the radius of that circle. Basically this is the length of the cone.
      </li>
      <li><span class="parameter">angle</span>
          <span class="types"><span class="type">number</span></span>
       Arc angle of the cone in radians. Basically, this is how wide the cone is.
      </li>
      <li><span class="parameter">heading</span>
          <span class="types"><span class="type">number</span></span>
       The direction the cone will face in radians.
      </li>
      <li><span class="parameter">segments</span>
          <span class="types"><span class="type">int</span></span>
       Generally only 30 segments is needed to draw a cone that looks round.
  For performance reasons I would recommend not going above 30 segments.
      </li>
      <li><span class="parameter">rgbFill</span>
          <span class="types"><a class="type" href="#rgbFill">rgbFill</a></span>
      </li>
      <li><span class="parameter">alphaMin</span>
          <span class="types"><span class="type">number</span></span>
       Starting alpha value [0,1]
      </li>
      <li><span class="parameter">alphaMax</span>
          <span class="types"><span class="type">number</span></span>
       Ending alpha value, Argus will gradually increase from alphaMin to alphaMax over the duration of the draw. [0,1]
      </li>
      <li><span class="parameter">delay</span>
          <span class="types"><span class="type">int</span></span>
       Time in milliseconds to wait before the draw is shown. Useful for when mechanics happen
  back to back, and you want to delay showing the circles without precise timing.
       (<em>default</em> 0)
      </li>
      <li><span class="parameter">entityAttachID</span>
          <span class="types"><span class="type">int</span></span>
       Will attach to specified entity ID, and x,y,z will dynamically be changed to specified entity
       (<em>optional</em>)
      </li>
      <li><span class="parameter">targetAttachID</span>
          <span class="types"><span class="type">int</span></span>
       If specified, the cone will be drawn from it's source position (either specified or attached to entity) and stopping at the position of targetAttach entity.
       (<em>optional</em>)
      </li>
      <li><span class="parameter">colorOutline</span>
          <span class="types"><a class="type" href="#u32color">u32color</a></span>
       U32 Color for outline. If unspecified, an outline is not drawn.
       (<em>optional</em>)
      </li>
      <li><span class="parameter">outlineThickness</span>
          <span class="types"><span class="type">number</span></span>
       If outlineThickness is specified and colorOutline is not specified, Argus will use your current
  color shift value based on percent complete, and the alpha will be 1.
       (<em>default</em> 1.0)
      </li>
  </ul>
  <h3>Returns:</h3>
  <ol>
         <span class="types"><a class="type" href="https://www.lua.org/manual/5.1/manual.html#5.4">string</a></span>
      uuid, see <a href="#Argus.deleteTimedShape">Argus.deleteTimedShape</a>
  </ol>

</dd>

  <dt>
  <a name = "Argus.addTimedCrossFilled"></a>
  <strong>Argus.addTimedCrossFilled (timeout, x, y, z, length, width, heading, rgbFill, alphaMin, alphaMax[, delay=0][, entityAttachID][, targetAttachID][, colorOutline][, outlineThickness=1.0])</strong>
  </dt>
  <dd>
  THIS FUNCTION IS DEPRECATED.  Use <a href="#Argus2.addTimedCrossFilled">Argus2.addTimedCrossFilled</a> instead.
  Draw a filled cross on the ground at world coordinates for a specified duration.
  The cross is centered on x,y,z, and then rotated such that there is a rectangle facing the specified heading.
  <h3>Parameters:</h3>
  <ul>
      <li><span class="parameter">timeout</span>
          <span class="types"><span class="type">int</span></span>
       duration of the draw
      </li>
      <li><span class="parameter">x</span>
          <span class="types"><span class="type">number</span></span>
      </li>
      <li><span class="parameter">y</span>
          <span class="types"><span class="type">number</span></span>
      </li>
      <li><span class="parameter">z</span>
          <span class="types"><span class="type">number</span></span>
      </li>
      <li><span class="parameter">length</span>
          <span class="types"><span class="type">number</span></span>
      </li>
      <li><span class="parameter">width</span>
          <span class="types"><span class="type">number</span></span>
      </li>
      <li><span class="parameter">heading</span>
          <span class="types"><span class="type">number</span></span>
       The direction the cross will face in radians.
      </li>
      <li><span class="parameter">rgbFill</span>
          <span class="types"><a class="type" href="#rgbFill">rgbFill</a></span>
      </li>
      <li><span class="parameter">alphaMin</span>
          <span class="types"><span class="type">number</span></span>
       Starting alpha value [0,1]
      </li>
      <li><span class="parameter">alphaMax</span>
          <span class="types"><span class="type">number</span></span>
       Ending alpha value, Argus will gradually increase from alphaMin to alphaMax over the duration of the draw. [0,1]
      </li>
      <li><span class="parameter">delay</span>
          <span class="types"><span class="type">int</span></span>
       Time in milliseconds to wait before the draw is shown. Useful for when mechanics happen
  back to back, and you want to delay showing the circles without precise timing.
       (<em>default</em> 0)
      </li>
      <li><span class="parameter">entityAttachID</span>
          <span class="types"><span class="type">int</span></span>
       Will attach to specified entity ID, and x,y,z will dynamically be changed to specified entity
       (<em>optional</em>)
      </li>
      <li><span class="parameter">targetAttachID</span>
          <span class="types"><span class="type">int</span></span>
       If specified, the cone will be drawn from it's source position (either specified or attached to entity) and stopping at the position of targetAttach entity.
       (<em>optional</em>)
      </li>
      <li><span class="parameter">colorOutline</span>
          <span class="types"><a class="type" href="#u32color">u32color</a></span>
       U32 Color for outline. If unspecified, an outline is not drawn.
       (<em>optional</em>)
      </li>
      <li><span class="parameter">outlineThickness</span>
          <span class="types"><span class="type">number</span></span>
       If outlineThickness is specified and colorOutline is not specified, Argus will use your current
  color shift value based on percent complete, and the alpha will be 1.
       (<em>default</em> 1.0)
      </li>
  </ul>
  <h3>Returns:</h3>
  <ol>
         <span class="types"><a class="type" href="https://www.lua.org/manual/5.1/manual.html#5.4">string</a></span>
      uuid, see <a href="#Argus.deleteTimedShape">Argus.deleteTimedShape</a>
  </ol>

</dd>

  <dt>
  <a name = "Argus.addTimedDonutFilled"></a>
  <strong>Argus.addTimedDonutFilled (timeout, x, y, z, radiusInner, radiusOuter, segments, rgbFill, alphaMin, alphaMax[, delay=0][, entityAttachID][, colorOutline][, outlineThickness=1.0])</strong>
  </dt>
  <dd>
  THIS FUNCTION IS DEPRECATED.  Use <a href="#Argus2.addTimedDonutFilled">Argus2.addTimedDonutFilled</a> instead.
  Draw a filled donut (torus) on the ground at world coordinates for a specified duration.
  <h3>Parameters:</h3>
  <ul>
      <li><span class="parameter">timeout</span>
          <span class="types"><span class="type">int</span></span>
       duration of the draw
      </li>
      <li><span class="parameter">x</span>
          <span class="types"><span class="type">number</span></span>
      </li>
      <li><span class="parameter">y</span>
          <span class="types"><span class="type">number</span></span>
      </li>
      <li><span class="parameter">z</span>
          <span class="types"><span class="type">number</span></span>
      </li>
      <li><span class="parameter">radiusInner</span>
          <span class="types"><span class="type">number</span></span>
       Inner radius of the donut.
      </li>
      <li><span class="parameter">radiusOuter</span>
          <span class="types"><span class="type">number</span></span>
       Outer radius of the donut
      </li>
      <li><span class="parameter">segments</span>
          <span class="types"><span class="type">int</span></span>
       Number of segments for the circle.
  Generally only 50 segments is needed to draw a circle that looks round. For performance reasons I would recommend not going above 50 segments.
      </li>
      <li><span class="parameter">rgbFill</span>
          <span class="types"><a class="type" href="#rgbFill">rgbFill</a></span>
      </li>
      <li><span class="parameter">alphaMin</span>
          <span class="types"><span class="type">number</span></span>
       Starting alpha value [0,1]
      </li>
      <li><span class="parameter">alphaMax</span>
          <span class="types"><span class="type">number</span></span>
       Ending alpha value, Argus will gradually increase from alphaMin to alphaMax over the duration of the draw. [0,1]
      </li>
      <li><span class="parameter">delay</span>
          <span class="types"><span class="type">int</span></span>
       Time in milliseconds to wait before the draw is shown. Useful for when mechanics happen
  back to back, and you want to delay showing the circles without precise timing.
       (<em>default</em> 0)
      </li>
      <li><span class="parameter">entityAttachID</span>
          <span class="types"><span class="type">int</span></span>
       Will attach to specified entity ID, and x,y,z will dynamically be changed to specified entity
       (<em>optional</em>)
      </li>
      <li><span class="parameter">colorOutline</span>
          <span class="types"><a class="type" href="#u32color">u32color</a></span>
       U32 Color for outline. If unspecified, an outline is not drawn.
       (<em>optional</em>)
      </li>
      <li><span class="parameter">outlineThickness</span>
          <span class="types"><span class="type">number</span></span>
       If outlineThickness is specified and colorOutline is not specified, Argus will use your current
  color shift value based on percent complete, and the alpha will be 1.
       (<em>default</em> 1.0)
      </li>
  </ul>
  <h3>Returns:</h3>
  <ol>
         <span class="types"><a class="type" href="https://www.lua.org/manual/5.1/manual.html#5.4">string</a></span>
      uuid, see <a href="#Argus.deleteTimedShape">Argus.deleteTimedShape</a>
  </ol>

</dd>

  <dt>
  <a name = "Argus.addTimedLineFilled"></a>
  <strong>Argus.addTimedLineFilled (timeout, x1, y1, z1, x2, y2, z2[, delay=0], rgbFill, outlineThickness, endpointThickness)</strong>
  </dt>
  <dd>
  THIS FUNCTION IS DEPRECATED.  Use <a href="#Argus2.addTimedLineFilled">Argus2.addTimedLineFilled</a> instead.
  Draw a filled line between two world coordinate positions for a specified duration.
  <h3>Parameters:</h3>
  <ul>
      <li><span class="parameter">timeout</span>
          <span class="types"><span class="type">int</span></span>
       Duration of the draw
      </li>
      <li><span class="parameter">x1</span>
          <span class="types"><span class="type">number</span></span>
      </li>
      <li><span class="parameter">y1</span>
          <span class="types"><span class="type">number</span></span>
      </li>
      <li><span class="parameter">z1</span>
          <span class="types"><span class="type">number</span></span>
      </li>
      <li><span class="parameter">x2</span>
          <span class="types"><span class="type">number</span></span>
      </li>
      <li><span class="parameter">y2</span>
          <span class="types"><span class="type">number</span></span>
      </li>
      <li><span class="parameter">z2</span>
          <span class="types"><span class="type">number</span></span>
      </li>
      <li><span class="parameter">delay</span>
          <span class="types"><span class="type">int</span></span>
       Time in milliseconds to wait before the draw is shown. Useful for when mechanics happen
  back to back, and you want to delay showing the circles without precise timing.
       (<em>default</em> 0)
      </li>
      <li><span class="parameter">rgbFill</span>
          <span class="types"><a class="type" href="#rgbFill">rgbFill</a></span>
       Color of line
      </li>
      <li><span class="parameter">outlineThickness</span>
          <span class="types"><span class="type">number</span></span>
      </li>
      <li><span class="parameter">endpointThickness</span>
          <span class="types"><span class="type">number</span></span>
      </li>
  </ul>
  <h3>Returns:</h3>
  <ol>
         <span class="types"><a class="type" href="https://www.lua.org/manual/5.1/manual.html#5.4">string</a></span>
      uuid, see <a href="#Argus.deleteTimedShape">Argus.deleteTimedShape</a>
  </ol>

</dd>

  <dt>
  <a name = "Argus.addTimedRectFilled"></a>
  <strong>Argus.addTimedRectFilled (timeout, x, y, z, length, width, heading, rgbFill, alphaMin, alphaMax[, delay=0][, entityAttachID][, targetAttachID[, keepLength=false]][, colorOutline][, outlineThickness=1.0])</strong>
  </dt>
  <dd>
  THIS FUNCTION IS DEPRECATED.  Use <a href="#Argus2.addTimedRectFilled">Argus2.addTimedRectFilled</a> instead.
  Draws a filled rectangle on the ground for a specified duration.
  The rectangle originates from x,y,z, and will go width/2 yalms out in each direction up and down, then length yalms out in the direction of heading.
  <h3>Parameters:</h3>
  <ul>
      <li><span class="parameter">timeout</span>
          <span class="types"><span class="type">int</span></span>
       duration of the draw
      </li>
      <li><span class="parameter">x</span>
          <span class="types"><span class="type">number</span></span>
      </li>
      <li><span class="parameter">y</span>
          <span class="types"><span class="type">number</span></span>
      </li>
      <li><span class="parameter">z</span>
          <span class="types"><span class="type">number</span></span>
      </li>
      <li><span class="parameter">length</span>
          <span class="types"><span class="type">number</span></span>
      </li>
      <li><span class="parameter">width</span>
          <span class="types"><span class="type">number</span></span>
      </li>
      <li><span class="parameter">heading</span>
          <span class="types"><span class="type">number</span></span>
       The direction the rectangle will face in radians.
      </li>
      <li><span class="parameter">rgbFill</span>
          <span class="types"><a class="type" href="#rgbFill">rgbFill</a></span>
      </li>
      <li><span class="parameter">alphaMin</span>
          <span class="types"><span class="type">number</span></span>
       Starting alpha value [0,1]
      </li>
      <li><span class="parameter">alphaMax</span>
          <span class="types"><span class="type">number</span></span>
       Ending alpha value, Argus will gradually increase from alphaMin to alphaMax over the duration of the draw. [0,1]
      </li>
      <li><span class="parameter">delay</span>
          <span class="types"><span class="type">int</span></span>
       Time in milliseconds to wait before the draw is shown. Useful for when mechanics happen
  back to back, and you want to delay showing the circles without precise timing.
       (<em>default</em> 0)
      </li>
      <li><span class="parameter">entityAttachID</span>
          <span class="types"><span class="type">int</span></span>
       Will attach to specified entity ID, and x,y,z will dynamically be changed to specified entity
       (<em>optional</em>)
      </li>
      <li><span class="parameter">targetAttachID</span>
          <span class="types"><span class="type">int</span></span>
       If specified, the rectangle will be drawn from it's source position (either specified or attached to entity) and stopping at the position of targetAttach entity.
       (<em>optional</em>)
      </li>
      <li><span class="parameter">keepLength</span>
          <span class="types"><span class="type">bool</span></span>
       If specified with targetAttach, then the length won't be adjusted to the target, the length will stay constant.
       (<em>default</em> false)
      </li>
      <li><span class="parameter">colorOutline</span>
          <span class="types"><a class="type" href="#u32color">u32color</a></span>
       U32 Color for outline. If unspecified, an outline is not drawn.
       (<em>optional</em>)
      </li>
      <li><span class="parameter">outlineThickness</span>
          <span class="types"><span class="type">number</span></span>
       If outlineThickness is specified and colorOutline is not specified, Argus will use your current
  color shift value based on percent complete, and the alpha will be 1.
       (<em>default</em> 1.0)
      </li>
  </ul>
  <h3>Returns:</h3>
  <ol>
         <span class="types"><a class="type" href="https://www.lua.org/manual/5.1/manual.html#5.4">string</a></span>
      uuid, see <a href="#Argus.deleteTimedShape">Argus.deleteTimedShape</a>
  </ol>

</dd>

  <dt>
  <a name = "Argus.deleteTimedShape"></a>
  <strong>Argus.deleteTimedShape (uuid)</strong>
  </dt>
  <dd>
  Deletes a timed draw given a uuid
  <h3>Parameters:</h3>
  <ul>
      <li><span class="parameter">uuid</span>
          <span class="types"><a class="type" href="https://www.lua.org/manual/5.1/manual.html#5.4">string</a></span>
      </li>
  </ul>

</dd>

  <dt>
  <a name = "Argus2.addTimedCircleFilled"></a>
  <strong>Argus2.addTimedCircleFilled (timeout, x, y, z, radius, segments, colorStart, colorEnd[, delay=0][, entityAttachID][, colorOutline][, outlineThickness=1.0])</strong>
  </dt>
  <dd>
  Draw a filled circle on the ground at world coordinates for a specified duration.
  <h3>Parameters:</h3>
  <ul>
      <li><span class="parameter">timeout</span>
          <span class="types"><span class="type">int</span></span>
       duration of the draw
      </li>
      <li><span class="parameter">x</span>
          <span class="types"><span class="type">number</span></span>
      </li>
      <li><span class="parameter">y</span>
          <span class="types"><span class="type">number</span></span>
      </li>
      <li><span class="parameter">z</span>
          <span class="types"><span class="type">number</span></span>
      </li>
      <li><span class="parameter">radius</span>
          <span class="types"><span class="type">number</span></span>
       Radius of the circle in yalms.
      </li>
      <li><span class="parameter">segments</span>
          <span class="types"><span class="type">int</span></span>
       Number of segments for the circle.
  Generally only 50 segments is needed to draw a circle that looks round. For performance reasons I would recommend not going above 50 segments.
      </li>
      <li><span class="parameter">colorStart</span>
          <span class="types"><a class="type" href="#u32color">u32color</a></span>
       Color to start with.
      </li>
      <li><span class="parameter">colorEnd</span>
          <span class="types"><a class="type" href="#u32color">u32color</a></span>
       U32 Color to end with. Argus will transition from color start to color end.
      </li>
      <li><span class="parameter">delay</span>
          <span class="types"><span class="type">int</span></span>
       Time in milliseconds to wait before the draw is shown. Useful for when mechanics happen
  back to back, and you want to delay showing the circles without precise timing.
       (<em>default</em> 0)
      </li>
      <li><span class="parameter">entityAttachID</span>
          <span class="types"><span class="type">int</span></span>
       Will attach to specified entity ID, and x,y,z will dynamically be changed to specified entity
       (<em>optional</em>)
      </li>
      <li><span class="parameter">colorOutline</span>
          <span class="types"><a class="type" href="#u32color">u32color</a></span>
       U32 Color for outline. If unspecified, an outline is not drawn.
       (<em>optional</em>)
      </li>
      <li><span class="parameter">outlineThickness</span>
          <span class="types"><span class="type">number</span></span>
       If outlineThickness is specified and colorOutline is not specified, Argus will use your current
  color shift value based on percent complete, and the alpha will be 1.
       (<em>default</em> 1.0)
      </li>
  </ul>
  <h3>Returns:</h3>
  <ol>
         <span class="types"><a class="type" href="https://www.lua.org/manual/5.1/manual.html#5.4">string</a></span>
      uuid, see <a href="#Argus.deleteTimedShape">Argus.deleteTimedShape</a>
  </ol>

</dd>

  <dt>
  <a name = "Argus2.addTimedConeFilled"></a>
  <strong>Argus2.addTimedConeFilled (timeout, x, y, z, radius, angle, heading, segments, colorStart, colorEnd[, delay=0][, entityAttachID][, targetAttachID][, colorOutline][, outlineThickness=1.0])</strong>
  </dt>
  <dd>
  Draw a timed cone on the ground at world coordinates for a specified duration.
  The cone originates from x,y,z, and will go in the direction of heading.
  <h3>Parameters:</h3>
  <ul>
      <li><span class="parameter">timeout</span>
          <span class="types"><span class="type">int</span></span>
       duration of the draw
      </li>
      <li><span class="parameter">x</span>
          <span class="types"><span class="type">number</span></span>
      </li>
      <li><span class="parameter">y</span>
          <span class="types"><span class="type">number</span></span>
      </li>
      <li><span class="parameter">z</span>
          <span class="types"><span class="type">number</span></span>
      </li>
      <li><span class="parameter">radius</span>
          <span class="types"><span class="type">number</span></span>
       If the cone was a circle instead, this gives the radius of that circle. Basically this is the length of the cone.
      </li>
      <li><span class="parameter">angle</span>
          <span class="types"><span class="type">number</span></span>
       Arc angle of the cone in radians. Basically, this is how wide the cone is.
      </li>
      <li><span class="parameter">heading</span>
          <span class="types"><span class="type">number</span></span>
       The direction the cone will face in radians.
      </li>
      <li><span class="parameter">segments</span>
          <span class="types"><span class="type">int</span></span>
       Generally only 30 segments is needed to draw a cone that looks round.
  For performance reasons I would recommend not going above 30 segments.
      </li>
      <li><span class="parameter">colorStart</span>
          <span class="types"><a class="type" href="#u32color">u32color</a></span>
       color to start with.
      </li>
      <li><span class="parameter">colorEnd</span>
          <span class="types"><a class="type" href="#u32color">u32color</a></span>
       U32 Color to end with. Argus will transition from color start to color end.
      </li>
      <li><span class="parameter">delay</span>
          <span class="types"><span class="type">int</span></span>
       Time in milliseconds to wait before the draw is shown. Useful for when mechanics happen
  back to back, and you want to delay showing the circles without precise timing.
       (<em>default</em> 0)
      </li>
      <li><span class="parameter">entityAttachID</span>
          <span class="types"><span class="type">int</span></span>
       Will attach to specified entity ID, and x,y,z will dynamically be changed to specified entity
       (<em>optional</em>)
      </li>
      <li><span class="parameter">targetAttachID</span>
          <span class="types"><span class="type">int</span></span>
       If specified, the cone will be drawn from it's source position (either specified or attached to entity) and stopping at the position of targetAttach entity.
       (<em>optional</em>)
      </li>
      <li><span class="parameter">colorOutline</span>
          <span class="types"><a class="type" href="#u32color">u32color</a></span>
       U32 Color for outline. If unspecified, an outline is not drawn.
       (<em>optional</em>)
      </li>
      <li><span class="parameter">outlineThickness</span>
          <span class="types"><span class="type">number</span></span>
       If outlineThickness is specified and colorOutline is not specified, Argus will use your current
  color shift value based on percent complete, and the alpha will be 1.
       (<em>default</em> 1.0)
      </li>
  </ul>
  <h3>Returns:</h3>
  <ol>
         <span class="types"><a class="type" href="https://www.lua.org/manual/5.1/manual.html#5.4">string</a></span>
      uuid, see <a href="#Argus.deleteTimedShape">Argus.deleteTimedShape</a>
  </ol>

</dd>

  <dt>
  <a name = "Argus2.addTimedCrossFilled"></a>
  <strong>Argus2.addTimedCrossFilled (timeout, x, y, z, length, width, heading, colorStart, colorEnd[, delay=0][, entityAttachID][, targetAttachID][, colorOutline][, outlineThickness=1.0])</strong>
  </dt>
  <dd>
  Draw a filled cross on the ground at world coordinates for a specified duration.
  The cross is centered on x,y,z, and then rotated such that there is a rectangle facing the specified heading.
  <h3>Parameters:</h3>
  <ul>
      <li><span class="parameter">timeout</span>
          <span class="types"><span class="type">int</span></span>
       duration of the draw
      </li>
      <li><span class="parameter">x</span>
          <span class="types"><span class="type">number</span></span>
      </li>
      <li><span class="parameter">y</span>
          <span class="types"><span class="type">number</span></span>
      </li>
      <li><span class="parameter">z</span>
          <span class="types"><span class="type">number</span></span>
      </li>
      <li><span class="parameter">length</span>
          <span class="types"><span class="type">number</span></span>
      </li>
      <li><span class="parameter">width</span>
          <span class="types"><span class="type">number</span></span>
      </li>
      <li><span class="parameter">heading</span>
          <span class="types"><span class="type">number</span></span>
       The direction the cross will face in radians.
      </li>
      <li><span class="parameter">colorStart</span>
          <span class="types"><a class="type" href="#u32color">u32color</a></span>
       color to start with.
      </li>
      <li><span class="parameter">colorEnd</span>
          <span class="types"><a class="type" href="#u32color">u32color</a></span>
       U32 Color to end with. Argus will transition from color start to color end.
      </li>
      <li><span class="parameter">delay</span>
          <span class="types"><span class="type">int</span></span>
       Time in milliseconds to wait before the draw is shown. Useful for when mechanics happen
  back to back, and you want to delay showing the circles without precise timing.
       (<em>default</em> 0)
      </li>
      <li><span class="parameter">entityAttachID</span>
          <span class="types"><span class="type">int</span></span>
       Will attach to specified entity ID, and x,y,z will dynamically be changed to specified entity
       (<em>optional</em>)
      </li>
      <li><span class="parameter">targetAttachID</span>
          <span class="types"><span class="type">int</span></span>
       If specified, the cone will be drawn from it's source position (either specified or attached to entity) and stopping at the position of targetAttach entity.
       (<em>optional</em>)
      </li>
      <li><span class="parameter">colorOutline</span>
          <span class="types"><a class="type" href="#u32color">u32color</a></span>
       U32 Color for outline. If unspecified, an outline is not drawn.
       (<em>optional</em>)
      </li>
      <li><span class="parameter">outlineThickness</span>
          <span class="types"><span class="type">number</span></span>
       If outlineThickness is specified and colorOutline is not specified, Argus will use your current
  color shift value based on percent complete, and the alpha will be 1.
       (<em>default</em> 1.0)
      </li>
  </ul>
  <h3>Returns:</h3>
  <ol>
         <span class="types"><a class="type" href="https://www.lua.org/manual/5.1/manual.html#5.4">string</a></span>
      uuid, see <a href="#Argus.deleteTimedShape">Argus.deleteTimedShape</a>
  </ol>

</dd>

  <dt>
  <a name = "Argus2.addTimedDonutFilled"></a>
  <strong>Argus2.addTimedDonutFilled (timeout, x, y, z, radiusInner, radiusOuter, segments, colorStart, colorEnd[, delay=0][, entityAttachID][, colorOutline][, outlineThickness=1.0])</strong>
  </dt>
  <dd>
  Draw a filled donut (torus) on the ground at world coordinates for a specified duration.
  <h3>Parameters:</h3>
  <ul>
      <li><span class="parameter">timeout</span>
          <span class="types"><span class="type">int</span></span>
       duration of the draw
      </li>
      <li><span class="parameter">x</span>
          <span class="types"><span class="type">number</span></span>
      </li>
      <li><span class="parameter">y</span>
          <span class="types"><span class="type">number</span></span>
      </li>
      <li><span class="parameter">z</span>
          <span class="types"><span class="type">number</span></span>
      </li>
      <li><span class="parameter">radiusInner</span>
          <span class="types"><span class="type">number</span></span>
       Inner radius of the donut.
      </li>
      <li><span class="parameter">radiusOuter</span>
          <span class="types"><span class="type">number</span></span>
       Outer radius of the donut
      </li>
      <li><span class="parameter">segments</span>
          <span class="types"><span class="type">int</span></span>
       Number of segments for the circle.
  Generally only 50 segments is needed to draw a circle that looks round. For performance reasons I would recommend not going above 50 segments.
      </li>
      <li><span class="parameter">colorStart</span>
          <span class="types"><a class="type" href="#u32color">u32color</a></span>
       color to start with.
      </li>
      <li><span class="parameter">colorEnd</span>
          <span class="types"><a class="type" href="#u32color">u32color</a></span>
       U32 Color to end with. Argus will transition from color start to color end.
      </li>
      <li><span class="parameter">delay</span>
          <span class="types"><span class="type">int</span></span>
       Time in milliseconds to wait before the draw is shown. Useful for when mechanics happen
  back to back, and you want to delay showing the circles without precise timing.
       (<em>default</em> 0)
      </li>
      <li><span class="parameter">entityAttachID</span>
          <span class="types"><span class="type">int</span></span>
       Will attach to specified entity ID, and x,y,z will dynamically be changed to specified entity
       (<em>optional</em>)
      </li>
      <li><span class="parameter">colorOutline</span>
          <span class="types"><a class="type" href="#u32color">u32color</a></span>
       U32 Color for outline. If unspecified, an outline is not drawn.
       (<em>optional</em>)
      </li>
      <li><span class="parameter">outlineThickness</span>
          <span class="types"><span class="type">number</span></span>
       If outlineThickness is specified and colorOutline is not specified, Argus will use your current
  color shift value based on percent complete, and the alpha will be 1.
       (<em>default</em> 1.0)
      </li>
  </ul>
  <h3>Returns:</h3>
  <ol>
         <span class="types"><a class="type" href="https://www.lua.org/manual/5.1/manual.html#5.4">string</a></span>
      uuid, see <a href="#Argus.deleteTimedShape">Argus.deleteTimedShape</a>
  </ol>

</dd>

  <dt>
  <a name = "Argus2.addTimedLineFilled"></a>
  <strong>Argus2.addTimedLineFilled (timeout, x1, y1, z1, x2, y2, z2[, delay=0], colorFill, outlineThickness, endpointThickness)</strong>
  </dt>
  <dd>
  Draw a timed line between two world coordinate positions for a specified duration.
  <h3>Parameters:</h3>
  <ul>
      <li><span class="parameter">timeout</span>
          <span class="types"><span class="type">int</span></span>
       duration of the draw
      </li>
      <li><span class="parameter">x1</span>
          <span class="types"><span class="type">number</span></span>
      </li>
      <li><span class="parameter">y1</span>
          <span class="types"><span class="type">number</span></span>
      </li>
      <li><span class="parameter">z1</span>
          <span class="types"><span class="type">number</span></span>
      </li>
      <li><span class="parameter">x2</span>
          <span class="types"><span class="type">number</span></span>
      </li>
      <li><span class="parameter">y2</span>
          <span class="types"><span class="type">number</span></span>
      </li>
      <li><span class="parameter">z2</span>
          <span class="types"><span class="type">number</span></span>
      </li>
      <li><span class="parameter">delay</span>
          <span class="types"><span class="type">int</span></span>
       Time in milliseconds to wait before the draw is shown. Useful for when mechanics happen
  back to back, and you want to delay showing the circles without precise timing.
       (<em>default</em> 0)
      </li>
      <li><span class="parameter">colorFill</span>
          <span class="types"><a class="type" href="#u32color">u32color</a></span>
      </li>
      <li><span class="parameter">outlineThickness</span>
          <span class="types"><span class="type">number</span></span>
      </li>
      <li><span class="parameter">endpointThickness</span>
          <span class="types"><span class="type">number</span></span>
      </li>
  </ul>
  <h3>Returns:</h3>
  <ol>
         <span class="types"><a class="type" href="https://www.lua.org/manual/5.1/manual.html#5.4">string</a></span>
      uuid, see <a href="#Argus.deleteTimedShape">Argus.deleteTimedShape</a>
  </ol>

</dd>

  <dt>
  <a name = "Argus2.addTimedRectFilled"></a>
  <strong>Argus2.addTimedRectFilled (timeout, x, y, z, length, width, heading, colorStart, colorEnd[, delay=0][, entityAttachID][, targetAttachID[, keepLength=false]][, colorOutline][, outlineThickness])</strong>
  </dt>
  <dd>
  Draw a filled rectangle on the ground at world coordinates for a specified duration.
  The rectangle originates from x,y,z, and will go width/2 yalms out in each direction up and down, then length yalms out in the direction of heading.
  <h3>Parameters:</h3>
  <ul>
      <li><span class="parameter">timeout</span>
          <span class="types"><span class="type">int</span></span>
       duration of the draw
      </li>
      <li><span class="parameter">x</span>
          <span class="types"><span class="type">number</span></span>
      </li>
      <li><span class="parameter">y</span>
          <span class="types"><span class="type">number</span></span>
      </li>
      <li><span class="parameter">z</span>
          <span class="types"><span class="type">number</span></span>
      </li>
      <li><span class="parameter">length</span>
          <span class="types"><span class="type">number</span></span>
      </li>
      <li><span class="parameter">width</span>
          <span class="types"><span class="type">number</span></span>
      </li>
      <li><span class="parameter">heading</span>
          <span class="types"><span class="type">number</span></span>
       The direction the rectangle will face in radians.
      </li>
      <li><span class="parameter">colorStart</span>
          <span class="types"><a class="type" href="#u32color">u32color</a></span>
       color to start with.
      </li>
      <li><span class="parameter">colorEnd</span>
          <span class="types"><a class="type" href="#u32color">u32color</a></span>
       U32 Color to end with. Argus will transition from color start to color end.
      </li>
      <li><span class="parameter">delay</span>
          <span class="types"><span class="type">int</span></span>
       Time in milliseconds to wait before the draw is shown. Useful for when mechanics happen
  back to back, and you want to delay showing the circles without precise timing.
       (<em>default</em> 0)
      </li>
      <li><span class="parameter">entityAttachID</span>
          <span class="types"><span class="type">int</span></span>
       Will attach to specified entity ID, and x,y,z will dynamically be changed to specified entity
       (<em>optional</em>)
      </li>
      <li><span class="parameter">targetAttachID</span>
          <span class="types"><span class="type">int</span></span>
       If specified, the rectangle will be drawn from it's source position (either specified or attached to entity) and stopping at the position of targetAttach entity.
       (<em>optional</em>)
      </li>
      <li><span class="parameter">keepLength</span>
          <span class="types"><span class="type">bool</span></span>
       If specified with targetAttach, then the length won't be adjusted to the target, the length will stay constant.
       (<em>default</em> false)
      </li>
      <li><span class="parameter">colorOutline</span>
          <span class="types"><a class="type" href="#u32color">u32color</a></span>
       U32 Color for outline. If unspecified, an outline is not drawn.
       (<em>optional</em>)
      </li>
      <li><span class="parameter">outlineThickness</span>
          <span class="types"><span class="type">number</span></span>
       If outlineThickness is specified and colorOutline is not specified, Argus will use your current
  color shift value based on percent complete, and the alpha will be 1.
       (<em>optional</em>)
      </li>
  </ul>
  <h3>Returns:</h3>
  <ol>
         <span class="types"><a class="type" href="https://www.lua.org/manual/5.1/manual.html#5.4">string</a></span>
      uuid, see <a href="#Argus.deleteTimedShape">Argus.deleteTimedShape</a>
  </ol>

</dd> </dl>

  <h2 class="section-header "><a name="Detection_Structures"></a>Detection Structures </h2>
  <dl class="function">
  <dt>
  <a name = "DirectionalAOE"></a>
  <strong>DirectionalAOE</strong>
  </dt>
  <dd>
  Structure for Directional AOEs that are usually originating from an entity
  <h3>Fields:</h3>
  <ul>
      <li><span class="parameter">x</span>
          <span class="types"><span class="type">number</span></span>
       X position of aoe
      </li>
      <li><span class="parameter">y</span>
          <span class="types"><span class="type">number</span></span>
       Y position of aoe
      </li>
      <li><span class="parameter">z</span>
          <span class="types"><span class="type">number</span></span>
       Z position of aoe
      </li>
      <li><span class="parameter">aoeType</span>
          <span class="types"><span class="type">int</span></span>
       Animation/omen type of aoe
      </li>
      <li><span class="parameter">heading</span>
          <span class="types"><span class="type">number</span></span>
       Direction the aoe is facing
      </li>
      <li><span class="parameter">aoeLength</span>
          <span class="types"><span class="type">int</span></span>
       Length of aoe
      </li>
      <li><span class="parameter">aoeWidth</span>
          <span class="types"><span class="type">int</span></span>
       Width of aoe, mostly used for Line aoes. This value is 0 for cones and circles.
      </li>
      <li><span class="parameter">aoeName</span>
          <span class="types"><a class="type" href="https://www.lua.org/manual/5.1/manual.html#5.4">string</a></span>
       Name of aoe
      </li>
      <li><span class="parameter">aoeID</span>
          <span class="types"><span class="type">number</span></span>
       Cast/Spell ID of aoe
      </li>
      <li><span class="parameter">aoeCastType</span>
          <span class="types"><span class="type">number</span></span>
       Cast type/shape of AOE. See <a href="#castType">castType</a> for known castType values.
      </li>
      <li><span class="parameter">targetAttach</span>
          <span class="types"><span class="type">int</span></span>
       ID of entity that current aoe is attached to, if found. Value is nil otherwise.
      </li>
      <li><span class="parameter">aoeAnimationInfo</span>
          <span class="types"><a class="type" href="#aoeAnimationInfo">aoeAnimationInfo</a></span>
       Contains information about the animation that will play when the aoe completes and gets casted.
      </li>
      <li><span class="parameter">aoeEffectInfo</span>
          <span class="types"><a class="type" href="#aoeEffectInfo">aoeEffectInfo</a></span>
       Contains information about the aoe's omen/telegraph.
      </li>
      <li><span class="parameter">isAreaTarget</span>
          <span class="types"><span class="type">bool</span></span>
       If the spell is a free target ability or not, this is useful for identifying aoes that will attach to target or not.
  Argus already processes this information combined with a few more heuristics internally, and will update the x,y,z and well as targetAttachID correctly.
      </li>
  </ul>

</dd>

  <dt>
  <a name = "GroundAOE"></a>
  <strong>GroundAOE</strong>
  </dt>
  <dd>
  Structure for Ground AOEs that are not usually attached to any entity
  <h3>Fields:</h3>
  <ul>
      <li><span class="parameter">x</span>
          <span class="types"><span class="type">number</span></span>
       X position of aoe
      </li>
      <li><span class="parameter">y</span>
          <span class="types"><span class="type">number</span></span>
       Y position of aoe
      </li>
      <li><span class="parameter">z</span>
          <span class="types"><span class="type">number</span></span>
       Z position of aoe
      </li>
      <li><span class="parameter">aoeType</span>
          <span class="types"><span class="type">int</span></span>
       Animation/omen type of aoe
      </li>
      <li><span class="parameter">aoeLength</span>
          <span class="types"><span class="type">int</span></span>
       Length/radius in yalms of aoe
      </li>
      <li><span class="parameter">aoeWidth</span>
          <span class="types"><span class="type">int</span></span>
       Width in yalms of aoe (0 for circles and cones etc)
      </li>
      <li><span class="parameter">aoeName</span>
          <span class="types"><a class="type" href="https://www.lua.org/manual/5.1/manual.html#5.4">string</a></span>
       Name of aoe
      </li>
      <li><span class="parameter">aoeID</span>
          <span class="types"><span class="type">int</span></span>
       Cast/Spell ID of aoe
      </li>
      <li><span class="parameter">aoeCastType</span>
          <span class="types"><span class="type">int</span></span>
       Cast type/shape of AOE. See <a href="#castType">castType</a> for known castType values.
      </li>
      <li><span class="parameter">targetAttach</span>
          <span class="types"><span class="type">int</span></span>
       ID of entity that current aoe is attached to, if found. Value is nil otherwise.
      </li>
      <li><span class="parameter">aoeAnimationInfo</span>
          <span class="types"><a class="type" href="#aoeAnimationInfo">aoeAnimationInfo</a></span>
       Contains information about the animation that will play when the aoe completes and gets casted.
      </li>
      <li><span class="parameter">aoeEffectInfo</span>
          <span class="types"><a class="type" href="#aoeEffectInfo">aoeEffectInfo</a></span>
       Contains information about the aoe's omen/telegraph.
      </li>
      <li><span class="parameter">isAreaTarget</span>
          <span class="types"><span class="type">bool</span></span>
       If the spell is a free target ability or not, this is useful for identifying aoes that will attach to target or not.
  Argus already processes this information combined with a few more heuristics internally, and will update the x,y,z and well as targetAttachID correctly.
      </li>
  </ul>

</dd>

  <dt>
  <a name = "aoeAnimationInfo"></a>
  <strong>aoeAnimationInfo</strong>
  </dt>
  <dd>
  Structure that contains information about an aoe's animation.
  Useful in case there is additional info that can be grabbed to determine cone width/donut inner radius.
  <h3>Fields:</h3>
  <ul>
      <li><span class="parameter">aoeAnimationTypeStart</span>
          <span class="types"><span class="type">int</span></span>
      </li>
      <li><span class="parameter">aoeAnimationTypeEnd</span>
          <span class="types"><span class="type">int</span></span>
      </li>
      <li><span class="parameter">aoeAnimationTimelineHit</span>
          <span class="types"><span class="type">int</span></span>
      </li>
      <li><span class="parameter">aoeCastVFX</span>
          <span class="types"><span class="type">int</span></span>
      </li>
  </ul>

</dd>

  <dt>
  <a name = "aoeEffectInfo"></a>
  <strong>aoeEffectInfo</strong>
  </dt>
  <dd>
  Structure that contains information about an omen/telegraph.
  Useful for identifying cone width and donut inner radius for telegraphed aoes.
  <h3>Fields:</h3>
  <ul>
      <li><span class="parameter">aoeEffectName</span>
          <span class="types"><a class="type" href="https://www.lua.org/manual/5.1/manual.html#5.4">string</a></span>
       Name of omen
      </li>
      <li><span class="parameter">aoeEffectCastType</span>
          <span class="types"><span class="type">int</span></span>
       If this value is non-zero, then the game override the original aoeCastType with this castType value internally.
  Argus already updates the original aoeCastType value correctly, so this field can be generally ignored.
  See <a href="#castType">castType</a> for known castType values.
      </li>
      <li><span class="parameter">aoeEffectRestrictYScale</span>
          <span class="types"><span class="type">bool</span></span>
       If true, the aoe will be 10% of it's original size.
  Argus already adjusts the original aoe size values correctly, so this field can be generally ignored.
      </li>
      <li><span class="parameter">aoeEffectLargeScale</span>
          <span class="types"><span class="type">int</span></span>
       Some value that changes internal orientation for drawing the telegraph effects.
  Argus already handles this value interanlly, so it can be generally ignored.
      </li>
  </ul>

</dd>

  <dt>
  <a name = "castType"></a>
  <strong>castType</strong>
  </dt>
  <dd>
  An integer to identify some aoe types.
  These are not guaranteed for every AOE. But generally, these are how AOEs are categorized in the game.
  <h3>Fields:</h3>
  <ul>
      <li><span class="parameter">[2, 5]</span>
      Circle AOE
      </li>
      <li><span class="parameter">[3, 13]</span>
      Directional Cone/arc AOE
      </li>
      <li><span class="parameter">[4, 12]</span>
      Directional Line AOE
      </li>
      <li><span class="parameter">[6]</span>
      Meteor mechanic (more damage the closer you are to the center), usually unavoidable
      </li>
      <li><span class="parameter">[8]</span>
      Line AOE that's targeted to either a position, or specific entity. Argus will adjust the length and heading automatically
      </li>
      <li><span class="parameter">[10]</span>
      Donut AOE
      </li>
      <li><span class="parameter">[11]</span>
      Cross AOE (new type to shadowbringers, like last boss of grand cosmos)
      </li>
  </ul>

</dd> </dl>

  <h2 class="section-header "><a name="Detection_Functions"></a>Detection Functions </h2>
  <dl class="function">
  <dt>
  <a name = "Argus.getCurrentAOEs"></a>
  <strong>Argus.getCurrentAOEs ()</strong>
  </dt>
  <dd>
  Returns a merged list of <a href="#GroundAOE">GroundAOE</a>s and <a href="#DirectionalAOE">DirectionalAOE</a>s.
  Due to the nature of this function, this list is always in order.
  <h3>Returns:</h3>
  <ol>
         <span class="types"><a class="type" href="https://www.lua.org/manual/5.1/manual.html#5.5">table</a></span>
      Merged list of <a href="#GroundAOE">GroundAOE</a>s and <a href="#DirectionalAOE">DirectionalAOE</a>s.
  </ol>

</dd>

  <dt>
  <a name = "Argus.getCurrentDirectionalAOEs"></a>
  <strong>Argus.getCurrentDirectionalAOEs ([inOrder=false])</strong>
  </dt>
  <dd>
  Returns list of current AOEs that are cast on the ground where each key is the entityID source, and value is the <a href="#DirectionalAOE">DirectionalAOE</a> structure.
  These are not attached to an entity (they do not originate from an entity centerpoint).
  Also returns AOEs before the telegraphs are drawn, and returns AOEs with no telegraphs.
  <h3>Parameters:</h3>
  <ul>
      <li><span class="parameter">inOrder</span>
          <span class="types"><span class="type">bool</span></span>
       If true, then the AOEs will return in order of appearance, instead of having each key be entityID.
       (<em>default</em> false)
      </li>
  </ul>
  <h3>Returns:</h3>
  <ol>
         <span class="types"><a class="type" href="https://www.lua.org/manual/5.1/manual.html#5.5">table</a></span>
      List of <a href="#DirectionalAOE">DirectionalAOE</a>, keys based on inOrder
  </ol>

</dd>

  <dt>
  <a name = "Argus.getCurrentGroundAOEs"></a>
  <strong>Argus.getCurrentGroundAOEs ([inOrder=false])</strong>
  </dt>
  <dd>
  Returns list of current AOEs that are on the ground where each key is the entityID source, and value is the <a href="#DirectionalAOE">DirectionalAOE</a>.
  These 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, and returns AOEs with no telegraphs.
  <h3>Parameters:</h3>
  <ul>
      <li><span class="parameter">inOrder</span>
          <span class="types"><span class="type">bool</span></span>
       If true, then the AOEs will return in order of appearance, instead of having each key be entityID.
       (<em>default</em> false)
      </li>
  </ul>
  <h3>Returns:</h3>
  <ol>
         <span class="types"><a class="type" href="https://www.lua.org/manual/5.1/manual.html#5.5">table</a></span>
      List of <a href="#GroundAOE">GroundAOE</a>, keys based on inOrder.
  </ol>

</dd>

  <dt>
  <a name = "Argus.getCurrentTethers"></a>
  <strong>Argus.getCurrentTethers ()</strong>
  </dt>
  <dd>
  Returns table where each key is number entityID and each value is table tethers.
  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.
  <h3>Returns:</h3>
  <ol>
         <span class="types"><a class="type" href="https://www.lua.org/manual/5.1/manual.html#5.5">table</a></span>
      List where each key is number entityID and each value is table tethers.
  </ol>
  <h3>Usage:</h3>
  <ul>
      <pre class="example"><span class="comment">-- simple function to print all tethers on player

</span>local tethers = Argus.getCurrentTethers()

for id, ts in pairs(tethers) donut

  <span class="keyword">for</span> t = <span class="number">1</span>, #ts <span class="keyword">do</span> <span class="comment">-- there can be multiple tethers going from one entity

</span> local tether = ts[t]

      <span class="keyword">if</span> tether.targetid == Player.id <span class="keyword">then</span>
          d(<span class="string">"Entity "</span> .. id .. <span class="string">" is tethered to player with type "</span> .. tether.<span class="global">type</span>)
      <span class="keyword">end</span>
  <span class="keyword">end</span>

end</pre>

  </ul>

</dd>

  <dt>
  <a name = "Argus.registerOnEntityCast"></a>
  <strong>Argus.registerOnEntityCast (func)</strong>
  </dt>
  <dd>
  Registers func into entity cast func list.
  This func will get called any time the server sends a successful entity cast packet to the client.
  This means that this function is almost 100% reliable to use.
  <h3>Parameters:</h3>
  <ul>
      <li><span class="parameter">func</span>
          <span class="types"><a class="type" href="#onEntityCastFunc">onEntityCastFunc</a></span>
      </li>
  </ul>

</dd>

  <dt>
  <a name = "Argus.registerOnEntityChannel"></a>
  <strong>Argus.registerOnEntityChannel (func)</strong>
  </dt>
  <dd>
  Registers func into entity channel func list.
  This func will get called any time the server sends a packet to the client, that entity has begun channeling.
  This means that the function is almost 100% reliable to use.
  <h3>Parameters:</h3>
  <ul>
      <li><span class="parameter">func</span>
          <span class="types"><a class="type" href="#onEntityChannelFunc">onEntityChannelFunc</a></span>
      </li>
  </ul>

</dd>

  <dt>
  <a name = "Argus.registerOnMarkerAdd"></a>
  <strong>Argus.registerOnMarkerAdd (func)</strong>
  </dt>
  <dd>
  Registers func into marker func list, and func will get called any time there is an overhead marker added to an entity.
  <h3>Parameters:</h3>
  <ul>
      <li><span class="parameter">func</span>
          <span class="types"><a class="type" href="#onMarkerAddFunc">onMarkerAddFunc</a></span>
      </li>
  </ul>

</dd>

  <dt>
  <a name = "onEntityCastFunc"></a>
  <strong>onEntityCastFunc (entityID, actionID)</strong>
  </dt>
  <dd>
  <h3>Parameters:</h3>
  <ul>
      <li><span class="parameter">entityID</span>
          <span class="types"><span class="type">int</span></span>
       ID of the caster
      </li>
      <li><span class="parameter">actionID</span>
          <span class="types"><span class="type">int</span></span>
       Spell ID of action being casted
      </li>
  </ul>

</dd>

  <dt>
  <a name = "onEntityChannelFunc"></a>
  <strong>onEntityChannelFunc (entityID, channelID, targetID, channelTimeMax)</strong>
  </dt>
  <dd>
  <h3>Parameters:</h3>
  <ul>
      <li><span class="parameter">entityID</span>
          <span class="types"><span class="type">int</span></span>
       ID of the caster
      </li>
      <li><span class="parameter">channelID</span>
          <span class="types"><span class="type">int</span></span>
       Spell ID of the ability being channeled
      </li>
      <li><span class="parameter">targetID</span>
          <span class="types"><span class="type">int</span></span>
       Target that the spell is being channeled on
      </li>
      <li><span class="parameter">channelTimeMax</span>
          <span class="types"><span class="type">number</span></span>
       How long the cast will be channeled for
      </li>
  </ul>

</dd>

  <dt>
  <a name = "onMarkerAddFunc"></a>
  <strong>onMarkerAddFunc (entityID, markerType)</strong>
  </dt>
  <dd>
  <h3>Parameters:</h3>
  <ul>
      <li><span class="parameter">entityID</span>
          <span class="types"><span class="type">int</span></span>
       The id of the entity to which the marker is being added to.
      </li>
      <li><span class="parameter">markerType</span>
          <span class="types"><span class="type">int</span></span>
       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.
      </li>
  </ul>

</dd> </dl>

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argusdocs.1610845444.txt.gz · Last modified: 2021/01/17 01:04 by rikudou