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    posted a message on Automaton
    I just want to pop in quickly and make sure I'm 100% perfectly clear on what Automaton is.

    Absolutely first and foremost this is a mod for me and my friends. Anything that I personally add that I don't have any use for is not because I want this mod to be popular, or I feel like I'm obligated, it's nothing but a courtesy to the users.

    Second, it is intended to fill gaps or bring together small bits of functionality that may or may not be available in other mods. Functionality that is usually simple and straightforward. The idea is, if you grab Automaton you will get a lot of really great features that enhance your gameplay, but they won't necessarily be as 100% customizable or feature-rich as alternatives. This is why Automaton is modular. If you've got another addon that does something better than Automaton, trust me I'm not offended in the least. Just delete the Automaton module, because you don't need it.

    I've heard it a number of times, and it always bugs me. There isn't any reason to say Automaton is "overkill." Automaton is simply a collection of modules. Use the ones you need, delete or disable the ones you don't.


    Anyway, in other news. I've not had much time to work on Automaton or other mods as I'd hoped lately. In the meantime, as I've stated elsewhere -- other mod devs are absolutely welcome to make changes or updates on the svn so long as they are posted here. I will not get offended if my code is touched, worst case scenario I don't like the change and I revert it, no big deal. :)
    Posted in: General AddOns
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    posted a message on Automaton
    Quote from Herio »

    The delay option on the resurrection module gives an error, IIRC is regarding the syntax of the print when you get the initial resurrection...


    Fixed, was just missing AceConsole from its list of libraries. I've fallen into the habit I always despised of releasing things that haven't been fully tested yet ;p
    Posted in: General AddOns
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    posted a message on Automaton
    Quote from kilovictor »

    AFAIK, there is no current Ace2 auto-invite module. oRA2 has that capability, but it requires you to invite another player and form a raid before it is active, so you can't use it for getting a 5-player group together.

    What would be ideal is an Automaton module that allowed me to set a keyword and then say in guild "Whisper keyword to me for auto-invites".

    An option to only invite people in guild vs. the general public would be nice, as well as an auto-reply that told people if they're currently grouped and need to disband before they can get invites.

    Any chance of this making it into Automaton?


    Sure, that's more than possible. I've actually already written something of the sort for my guild's point tracking mod, probably wouldn't take a lot of time to convert it into an Automaton module that does this.
    Posted in: General AddOns
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    posted a message on Automaton
    Oh wait, I see. I was still had AceHook-2.0 in the svn:externals and .toc. Should be fixed now.
    Posted in: General AddOns
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    posted a message on Automaton
    Quote from Funkor »

    The mailer module needs AceHook-2.1 apparently, so I tossed a copy of it into the libs folder from elsewhere and added a line for it in the .toc file as a temporary fix on my own setup. Otherwise you get an error message on load up.


    Whoops, completely didn't realize AceHook wasn't already used in Automaton. That's what I get for using the standalone libraries.
    Posted in: General AddOns
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    posted a message on Automaton
    Was mailing things to a mule the other day and got annoyed at how much work it was, so I went ahead and wrote a simple little Mailer module. It will save the Send To field and you can Alt+Right Click an item to send that item. I can't take credit for the concept, I used a mod long long ago that did the same (MailChecker maybe? I don't recall, as I said it was long ago)

    I hit 70 on sunday (yay) so leveling should no longer prevent me from working on updates. I'll look into some of the suggestions that have been made and do what I can.
    Posted in: General AddOns
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    posted a message on Automaton
    I mentioned the whine module in the commit message, but that's just copy/pasted over from my local repository -- it's still got a few bugs I haven't fixed so I haven't added it back to the wowace svn yet.
    Posted in: General AddOns
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    posted a message on Automaton
    r25215
    • Bump toc to 20003
    • Remove specialevents dependency
    • Dimsount now uses new API
    • Unshapeshift only registers taxi event if druid or shaman
    • Default to off function added to core
    • Wuss, Ding, Loner and Whine default to off
    • Fix bug in Queue that would not reset a delayed battleground join timer if leaving a queue and rejoining
    • Add option to queue to automatically join the battlefield queue
    Posted in: General AddOns
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    posted a message on Automaton
    Apologies for the lack of attention to Automaton of late. I've still got quite a few things on my list I want to get done, but I've been rather preoccupied with preparing for TBC -- my guild's website is being recoded from the ground up, I'm rewriting some of my old guild-specific mods, busy helping guildmates level up new characters they intend to play for TBC, hammering out guild policy details with my co-leader... and on top of all of that, I've finally actually got work to do while at work instead of coding :)

    I'm going to make an effort to get at least one decent update in before TBC comes out, because once that happens there's very little chance of my free time being spent on much other than leveling :P
    Posted in: General AddOns
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    posted a message on Automaton
    I may end up removing the dependencies at some point down the road, I mostly only put them in because I was already using the libraries and it was less trouble to use pre-existing functions. It very likely will not affect the load times though, these libraries load quickly.

    Regardless, there isn't really anything more to discuss about it. It loads at an acceptable speed in my opinion, and I'm afraid don't consider it worth my time and effort to pinpoint a tenth of a second of its already fairly fast loading (as I said, .2ish for me) without already having an idea on how to lower it. If another author has any ideas on how to increase efficiency/speed and wants to point it I'd gladly have a look. Until that time I'm afraid you'll have to either suffer the fraction of a second or use another mod.

    Thanks for the support though, wish I could help you.
    Posted in: General AddOns
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    posted a message on Automaton
    I've had no problems with the Loner module. I've had a number of occasions where asked for twink guild invites which it declines before I remember it's there.
    Posted in: General AddOns
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    posted a message on Automaton
    I don't know why your load times are so high. It ranges from .175 to .220 or so on my machine.

    Are you using the embedded libraries, or do you have them standalone?
    Posted in: General AddOns
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    posted a message on Automaton
    Quote from wobbles »

    Added the whiny oom/healme emote spamming module to the svn, as a few have noticed. I'm not particularly fond of these options as I think they're overused and mostly unnecessary, but I do recognize they have the occasional good use. Anyway, in the current revision it is on by default (the Whine.lua module), it will default to off with the next commit.


    Due to continued comments in irc ("what the hell is causing me to do these stupid emotes?!") I've removed the whine module for the time being. I think I underestimated how quickly and how many would update :)

    I'll have it back up by this weekend with the default set to off.
    Posted in: General AddOns
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    posted a message on Automaton
    Added the whiny oom/healme emote spamming module to the svn, as a few have noticed. I'm not particularly fond of these options as I think they're overused and mostly unnecessary, but I do recognize they have the occasional good use. Anyway, in the current revision it is on by default (the Whine.lua module), it will default to off with the next commit.
    Posted in: General AddOns
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    posted a message on Automaton
    Quote from Xzarr »

    Quote from wobbles »


    I have encountered an issue with AutoDismount not dismounting at all that I've been unable to pin down that is probably related, but whatever the circumstances are that cause it I'm unable to reproduce consistently so I'm not sure where the problem is.


    Well for me it refuses to dismount when I have any kind of debuff , doesn't throw out and error it just won't dismount :(

    You probably already know that but this post also gives me the chance to say Thanks for the mod :)


    Thanks for spotting what was causing it, a little simplification fixed this problem.
    Posted in: General AddOns
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