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[1.5.1.1] Elkano's Received Damage Announcer v1.7 (2019-07-12)

ElkRDA received damage announcer 1.5.1.1

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Elkano #1 Posted 10 June 2015 - 09:17 PM

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This is a complete recode of the original Received Damage Announcer by Omegaice.

 

On top of that it has some additional features the original didn't have like compressing burst fire into a single message.
Burst Compression in Action

 

Feel free to try it in its current state and to comment either here or on Curse.


Download:

https://www.curseforge.com/worldoftanks/wot-mods/elkrda


Change Log:

2019-07-12   v1.7
- fixed detection of improved/gold shells

 
more...

FAQ:


Edited by Elkano, 12 July 2019 - 07:39 PM.


Aslain #2 Posted 10 June 2015 - 10:46 PM

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Hm, confused a bit. What is a difference to RDA by PLSiusiak? http://forum.worldoftanks.eu/index.php?/topic/502134-

PowerBait #3 Posted 11 June 2015 - 12:08 AM

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Really good work :) Damage Announcer v 2.2 for WOT 0.9.8.1 shows many ERRORS written in python.log in the world of tanks folder and I'm sure that's why the game crashes for some players.

 

I'm now using your addon ;)



Elkano #4 Posted 11 June 2015 - 07:58 AM

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View PostAslain, on 10 June 2015 - 10:46 PM, said:

Hm, confused a bit. What is a difference to RDA by PLSiusiak? http://forum.worldoftanks.eu/index.php?/topic/502134-

 

I'm aware of his work and we both started our projects around the same time, i.e. 0.9.8 release, due to the original mod no longer working because of changes to vehicles.pyc

As with most of my mod coding (that includes mods for other games, too), I mainly code for myself and just share the result, so feel free to use either.

 

Featurewise, there isn't much of a difference between both, he has some features working I haven't included (yet) while mine has e.g. more conditional formatting blocks.

Codewise, his work is a continuation of the original mod, transformed into a cameranode-based standalone file, while mine is a complete rewrite from scratch.

As a result, some things are done in a different way in my mod, e.g. determining whether an attacker is spotted, since I looked into the individual steps once more myself.



pe3pa #5 Posted 11 June 2015 - 08:15 AM

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i've used your DataBrokers for quite some time, i'll expect quality stuff here. do you have a list of planned features?

Elkano #6 Posted 11 June 2015 - 08:31 AM

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You mean data objects, the lib is the broker for those. ;) I wrote the lib, too, though.

 

Regarding features, next main task will most likely be having a look into getting posting to chat working. After that, maybe I'll look into calculation of reload speed; I'm currently showing the gun's default value.

Feel free to drop ideas, if something sounds nice I might have a look into adding it.



leeuniverse #7 Posted 11 June 2015 - 09:13 AM

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Don't do "calculation" of reload speed, that's Illegal..... on basically all servers.  EU not enforced unless caught, like the recent bans with some gaming competition community recently on EU.

 

Just do guns "default" value, which is entirely legal.

Also, there was some other feature I'm spacing that was illegal with the original  RDA, that will also end up illegal here if they eventually got off their behind.

 

Might as well make a legal mod....



Elkano #8 Posted 11 June 2015 - 09:33 AM

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While you are not allowed to do calculations based on the actual tank's equipped devices and crew skills, you are still allowed to assume that everything is as good as it gets.

That means you can calculate the reload based on the assumption that rammer, vents, BiA, ... are in effect.



Aslain #9 Posted 11 June 2015 - 09:41 AM

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Great, thanks for clarification, I will try your creation :) Good job of taking it over from omegaice too!

Elkano #10 Posted 11 June 2015 - 09:48 AM

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I didn't really take it over, since it's a recode, just "borrowed" the idea after it broke. :hiding:

Souperman #11 Posted 11 June 2015 - 07:13 PM

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@leeuniverse : by "calculation" of reload speed you mean that reload in SPG announcement? There are mods that show you that reload time in damage pannel or DamageIndicator..

Aslain #12 Posted 11 June 2015 - 07:34 PM

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View PostSouperman, on 11 June 2015 - 07:13 PM, said:

@leeuniverse : by "calculation" of reload speed you mean that reload in SPG announcement? There are mods that show you that reload time in damage pannel or DamageIndicator..

 

No, he meant calculation of every hit you take, not just some spg announcement, but what you see in log, from every source.

Souperman #13 Posted 12 June 2015 - 03:27 PM

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Oh, hence my question. If that's really banned then a lot of mods should be banned as well.

Elkano #14 Posted 12 June 2015 - 08:06 PM

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I just released v0.3 which now features chat announce for SPG and team hits with the first being disabled by default (was set to enabled in v0.2's config though).

Elkano #15 Posted 15 June 2015 - 05:28 PM

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And another new version. v0.4 now has the new macro $reload_min, which is replaced by the best possible reload speed.

This calculation is based on:

- 100% crew + Brothers in Arms

- 10% commander crew bonus (if he isn't the loader)

- 5% ventilation crew bonus (if one can be mounted)

- 10% rammer bonus (if one can be mounted)

- 10% adrenalin rush bonus (if tank has <10% health)

 

With the exception of the last it does NOT take the actual vehicle loadout into account, so it's a legal calculation.



MechBuster #16 Posted 23 June 2015 - 12:01 PM

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Just been checking out your version and looking through the readme am I to understand that using the $reload variable you have a way to determine if the enemy is reloading a round or an entire clip?

Elkano #17 Posted 23 June 2015 - 01:04 PM

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No, $reload will always hold data for the whole clip (or single shot if he doesn't have clips).

MechBuster #18 Posted 23 June 2015 - 03:40 PM

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View PostElkano, on 23 June 2015 - 02:04 PM, said:

No, $reload will always hold data for the whole clip (or single shot if he doesn't have clips).

 

Ok, got it.

On the subject of reload though, would it be complicated to also create a "$reload_avg"? Since most players won't have all those skills, equipment and premium consumables. And even those that could, will often elect to swap out equipment like vents when they get BIA in order mount a GLD with VertStab and things like that, So I was thinking that maybe a more realistic reload time would be the base value plus half the equipment, skills and consumable values you are already calculating?

 

Your thoughts?

 

 



Elkano #19 Posted 23 June 2015 - 04:05 PM

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The realistic time will likely be between min and base (unless the gunner or ammo rack is knocked out) but people would prefer different combinations.

I already intended however to rename $reload to $reload_base and introduce a new $reload for which you can set the assumed bonuses (crew level, BiA, vent, rammer, rations, desperado) in the config.

But this will have to wait until I finished another small mod (still a secret but shouldn't be too long).



MechBuster #20 Posted 23 June 2015 - 04:16 PM

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View PostElkano, on 23 June 2015 - 05:05 PM, said:

The realistic time will likely be between min and base (unless the gunner or ammo rack is knocked out) but people would prefer different combinations.

I already intended however to rename $reload to $reload_base and introduce a new $reload for which you can set the assumed bonuses (crew level, BiA, vent, rammer, rations, desperado) in the config.

But this will have to wait until I finished another small mod (still a secret but shouldn't be too long).

 

No problem, thanks for the feedback.

 

On a slightly different note, for some reason I'm not seeing the team damage message. I get a normal hit message when hit by an ally, that I do if hit by an enemy... UNLESS the message does not work in replays? So far I've only tested with a replay because I don't want to go into a live battle and have to provoke someone into shooting me :)

 

Also, is there a reason the damage variable is implemented as "${damage}" in announce_teamdamage, where as it is implemented as "$damage" everywhere else? 

 


Edited by MechBuster, 23 June 2015 - 04:40 PM.






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