Shaze 1 Report post Posted June 18, 2017 8 hours ago, Rhena said: Is it really Serpent Sting? I had it only interrupt when pressing a button but the shot didn't go off (Viper Sting on a non mana target etc). I fixed that in the master now. https://github.com/Aviana/YaHT/archive/master.zip Yes, after serpent sting the autoshot bar gets stuck for 1 shot e.g autoshot - serpent sting - autoshot (now cant see the load time, cant prepare for next auto) - autoshot (now its fine) Master doesn't help and actually I've noticed this bug even in the 1.01 version that I was using until now. 0 Share this post Link to post Share on other sites
Fyroshot 0 Report post Posted June 20, 2017 I'm having some buggy experiences with YaHT since I've made the change from Rais_autoshot. https://youtu.be/WQCET9SklKU I use macros for my auto shot so i do not need a button for just autoshot, all of my abilities are tied to autoshot except for aimed shot, not sure if this has anything to do with my experience or not though. My autoshot is never cancelled due to the macros i use, i would have to press esc to cancel autoshot cast. I noticed that the timer for autoshot does not disappear while i'm on the move unless i cancel my autoshot, not sure if that's how it's intended to work or not; Another thing is that i spam my shot abilities until they hit, even if they are on cooldown which seems to occasionally bug out the autoshot timer making it red until the next autoshot. Quote /script if GetUnitName("target")==nil then TargetNearestEnemy() end /run if CheckInteractDistance("target", 3) and (not PlayerFrame.inCombat) and (not IsCurrentAction(46)) then AttackTarget() end; /run if (not CheckInteractDistance("target", 3)) and (not IsAutoRepeatAction(45)) then CastSpellByName("Auto Shot") end; this is the macro i use for auto-shot, it is on a hidden bar and the shot/sting macros call the auto-shot macro with /run UseAction(48); Not sure if there is a fix to compensate for my use of the auto-shot timer but if there is please let me know When using Rais_autoshot i still have the issue of the auto-shot timer bar not dissapearing while i'm on the move, but it did not seem to be affected by me spamming my shot/sting macros which kept the timer accurate, and did not get stuck on red between autoshot-swings; 0 Share this post Link to post Share on other sites
Zazabi 0 Report post Posted June 23, 2017 Hey Rhena thanks for a great addon! I'm having trouble with YaHT while using pfUI, specifically when Multi Shotting. I've disabled the default castbars through pfUI, but when using multishot it appears anyways and stays on my screen until I reload my UI. Don't know whether pfUI og YaHT is the cause so I've posted in Shagu's thread as well. Cheers 0 Share this post Link to post Share on other sites
Rhena 30 Report post Posted June 23, 2017 Fyroshot: Your video shows exactly the problem leastry and Shaze have posted about. In addition you seem to have figured out that the bar won't fade in instances. This is a limitation of the vanilla client. There is no way to know if a character is currently moving or not. But it shouldn't be that big of a deal since you simply have to stop for the shot as soon as the white bar runs out. Its just that there will be no fade. As for the white bar getting fucked up by shot abilities... I am still trying to see why that happens. Its difficult since it doesn't happen for me. Zazabi: Turn off the castbars in the options? 0 Share this post Link to post Share on other sites
Fyroshot 0 Report post Posted June 24, 2017 Thank you Rhena for confirming, I hope you are able to figure it out! it seems like it treats the shot/sting abilities as auto-shot in-between swings sometimes; is there a way to limit that from happening; ie: preventing the function of starting the white bar until a certain amount of time has passed after executing an auto-shot in-game? (presumably based on ranged weapon speed @ the time of auto-shot.) 0 Share this post Link to post Share on other sites
Wraith§Reaver 0 Report post Posted July 13, 2017 Currently I'm having too the issue where Aimed Shot doesn't shows up in the eCastingBar, while Multi-Shot instead works flawlessly 0 Share this post Link to post Share on other sites
Samiree 0 Report post Posted July 14, 2017 I decided to try out this addon last week with unfortunate results. Multi-shot seemed to always reset the autoshot bar. Multi-shot and Aimed Shot cast bars never showed up, but I assumed this was because I use Luna's cast bar. Also, the tranq messages never worked. I was using a modified Rais before without issues so I have since returned to that. 0 Share this post Link to post Share on other sites
Rhena 30 Report post Posted July 15, 2017 - YaHT is broken on Elysium (possibly Darrowshire aswell?) because abilities don't consume ammo there (must be clearly a bug since i don't get that on any other realm) *edit* I made a ticket. Lets hope they fix it the right way around :P - You have to have the newest version of LunaUF to have Multishot casts in it. Earlier versions only show Aimed Shot. This is is not influenced by YaHT. - eCastbar, OCB and the default one are supported and work for me (when i enable YaHTs castbars) 0 Share this post Link to post Share on other sites
kick1234567890 0 Report post Posted August 12, 2017 Hi! What should be written in the ttranq channel option? If I want to set it to yell, should I write /y, or just Yell in that option? Have no idea since it's impossible to test it without doing mc. 0 Share this post Link to post Share on other sites
Rhena 30 Report post Posted August 13, 2017 self.ChatTypes = { ["SAY"] = true, ["EMOTE"] = true, ["YELL"] = true, ["PARTY"] = true, ["GUILD"] = true, ["OFFICER"] = true, ["RAID"] = true, ["RAID_WARNING"] = true, } These are the options. 0 Share this post Link to post Share on other sites