MindScape 66 Posted August 6, 2017 (edited) ObjectMover Intro ObjectMover is a Convenient GUI to assist in many aspects of GPS Building, GameObject Moving, and GameObject Rotating, coupled with the ability to set keybindings for most of these functions as well. See the Features section below for a breakdown of everything it can do! Spoiler Features Easy to use GUI for GPS Movement / GObject Movement Length defines Forward / Backward movement Width defines Left / Right movement Height defines Up / Down movement Scale defines what to scale it to if enabled (will auto scale on spawn), and auto-adjusts on-move to account for scale. Will apply the scale to the selected object if changed. Fully supports Object Groups automatically if a group is selected. Auto Update allows the addon to automatically update it's settings (ID, L, W, H, Scale // Rotation // Tint, Spell) to the selected object's information. Toggleable for each section individually. Keybindings for GPS Movements / GObject Movement (And other options) (See: Esc -> Key Bindings to set) Full Scale Support for manipulating length and width to adjust on the go No need to change length / width to account for the scale - it will automatically do this, so Length 1 at Scale 4 would move you / the object by 4 units. Also scales objects automatically when spawned by the addon. Full GObject Rotation Interface Updates Live, so you can see the object rotate as you move the slider, to precisely rotate your object easily without testing it this way and that. Text-Entry Boxes update live with the current rotation. Can be manually changed to a certain rotation if you wish / need for precise changes. Auto-Rounds to the nearest four decimal places (0.0001) Modifiers for step value / increment on sliders: Default: In whole degrees (1) SHIFT: One decimal place (0.1) ALT: Two decimal places (0.01) Tint & Spell Support Full control of an objects Tint & applied spells for easy visual management. Color picker to help find the closest available color you can use (Select ANY color, and the addon will generate the closest one and apply it). Extensive Options: Double / Halve Distances: Double (x2) and Half (1/2) buttons can be used to double/half a certain parameter. Shift+Clicking will double/half all three dimensions together to replicate the functionality of the old Double/Halve checkboxes. Move Object: When enabled, moves the object instead of yourself. Otherwise buttons / keybinds will use GPS to move you. Spawn on Move: Spawns the object specified every time you move - not recommended for use with Move Object on. Relative Move: Moves the object relative to the direction YOU are facing, not the object! I.e. - Spawn a tile facing North - turn yourself to face East - hit forward and the object will move East, not North. You can use this to overcome issues with object movement after rotating it the direction you want, but need to fine tune it, or an object has a weird facing direction. Must be in "Move Object" mode for this option to be available. Auto Show: Automatically show ObjectMover when you load into the game each time. Fade Out: Fade's the entire ObjectMover window to be more transparent when not directly using it. Messages: Enable to allow system messages to pass thru when ObjectMover is running commands. WARNING: This is super spammy when using the rotation or tint sliders! Custom Preset Save / Load System: You can save / load custom presets for Object Parameters and Rotation so that you can save it for an object and load it later when needed again. Leaving any parameter blank or as "0" in Object Parameters, or leaving a Rotation as '-1' when saving, will cause that field not to load when you load it later. This is useful if you only want to change a certain rotation, or certain parameter with the load. Delete unwanted presets by right-clicking the preset in the load menu. You will need to do this twice to confirm deleting. In-Game Tool-Tips to help explain each and every entry box, button, and interact-able option. Simply mouse over something for a second and the information will appear! Download The Addon is now downloaded automatically from the launcher. Nothing for you to do, it's included by default! Installation Download the .7z above, open it with 7Zip (Recommended) or any other archive program that supports the format. Drag the "ObjectMover" addon to your World of Warcraft/Interface/Addons/ folder. Launch the game, and login. In bottom left of Character Select, click "Addons" and then ensure ObjectMover is enabled. Use "/om", "/obj" or click on the button on the MiniMap once ingame to show the GUI. (Can be dragged around to reposition anywhere around the minimap). Changes v7.0.1 (Aug 3, 2021) Added an in-game Changelog/Help Manual (Options tab added but not functional yet) Made the main window respect ALT+Z + Better UI Frame Made the main window resizable (Grabby button in the bottom right - Right-Click to reset the size to default) v7.0.0 (July 29, 2021) NEW: Added Tint & Object Spell Support NEW: Object Group Support (Automatic) NEW: Automatic Dimension Detection for M2's NEW: Auto Update mode for Object Parameters (Will auto fill selected objects ID, Scale, and if it's an M2, the dimensions as well) NEW: Auto Show option - Toggle on to automatically show ObjectMover when you load in NEW: Fade Out option - Toggle on to fade ObjectMover to be less distracting when not in immediate use UPDATED: Scale Object now works with Macro Spawning instead of delayed scale commands (No Delay, No Desync) UPDATED: Scale Object now applies to the selected object when entered UPDATED: Saved Presets can now be deleted directly from the UI (Right-Click in Load Dropdown to delete, no need to use chat commands now) CHANGED: Spawn is now in Object section; Revised Movement button placements CHANGED: Added a "Classic Layout" button in Movement to revert the movement buttons to closer to the original layout REMOVED: Double & Halve checkboxes. You can still use the Double (x2) and Halve (1/2) buttons to change each dimension, or SHIFT-CLICK them to update all dimensions together. Behind the Scenes: Minimap Icon is better and more adaptable to if you use other minimaps / UI's Improved ToolTips & UI Indications when things are disabled Improved Slider Logic Keybindings are sorted into their own category to be easier to find Previous: Spoiler v6.0.0 (March 21, 2020) Spoiler Auto Update Rot. finished and activated (note: ".go pitch/roll/turn" will be off until the next server mini-update due to syntax issues in the old reply - it will automatically work perfect once the server updates to the new command syntax!) Major restructure of the ChatFilter to clean it up. It should be way more reliable. No more "My commands aren't showing in chat anymore wtf?" hopefully. Move Relative now uses the server commands for best performance More Cowbell v5.0.0c (Sept. 22, 2017) Spoiler New: Move Relative option - When on, moves the object relative to your current orientation, not the objects. (I.e., object is facing east, you're facing north - 'forward' will move the object north, not east). Credits to shadowbunny88 for the initial idea and code. New: Save / Load Preset Systems for Object Parameters and Rotations. New: Apply rotation button! No longer need to move sliders around to apply rotation to a new object. New: Hover your Mouse over almost any Text EditBox / CheckBox / Button for more details on it's function or usage. New: Half / Double buttons per-dimension & scale. These are not dynamic and just update the box completely. Works alongside dynamic Double and Halve options still. Added: Ability to set Key Bindings for toggling Move Object and Move Relative Options Added: Lock Frame button besides the close button - When enabled, the frame cannot be moved. Changed: Default 'Step' for Sliders is now in Whole Numbers (Use SHIFT or ALT modifiers to get decimal points), text-entry will auto-round to 4 decimal places. Changed / Fixed: Scale will now wait 0.5 seconds before setting to avoid a server bug with scales set at same time as spawn not saving. Fixed: Bindings for Halve / Bifold toggle. Fixed: Options set via Binding not saving. Fixed: Scale CheckButton un-checking if you are entering a new scale (now only disables the box when an invalid scale is present, re-enables when valid) Not-Fixed: Compatibility with WIM (chat filter counting) (WIM Breaks everything. Don't use it.) WIP: Auto Update Rot. - Button is added but non-functional as there's no feasible way to get the information needed from the server currently. v4.2.0 (Aug 17, 2017) Spoiler Fixed Up / Down not working until Forward / Back was used once Fixed Up / Down not using the correct number (again, sorry - ACTUALLY FIXED NOW!) Changed saved variables into a table instead of a different saved variable for each one (b) - Fixed a removed function being called, resulting in a Lua error v4.1.1 (Aug 7, 2017) Spoiler Fixed Left / Right & Up / Down using their correct numbers instead of just always using the Length Value. Oops.. Introduced Temporary Rotation Step Increment Modifiers: Hold Shift to snap to full degrees, alt to snap to 0.1 degrees, both Alt+Shift to snap to every 5 degrees. Default without any modifiers is still 0.01 degrees. v4.0.0 (8/6/2017) Spoiler Remade all movement functions to utilize ".gps <dir> <unit>". Remade Chat Clarifiers to filter and gather data from chat messages. Removed old deprecated functions and options (i.e., Save on Spawn) Remade entire double, half, and scale modifiers for movement. Expanded to include "Move Object" instead Expanded to include new GObject Rotation sliders. Saved Variables to recall what options and settings you had from last login. Redid UI Color / Transparency / Lightness Made UI Moveable. Made Minimap Button Save position Attempted to start Auto Dimensions System, TBD Later if it'll come to fruition. Changed Keybindings to utilize data validation on object parameters. v1.0.0-3.x.x Spoiler All Credits to Dkcaptain for the original addon. Credits & Permissions Original Addon by DKCaptain - Rewritten and updated by MindScape for Epsilon You may not reupload or host the addon on any other forums or sites without written expressed permission. Edited November 1, 2022 by MindScape Updated: v7.0.0 Share this post Link to post Share on other sites
TheDemon 109 Posted August 6, 2017 something that makes rotating objects work? Give me! Share this post Link to post Share on other sites
Xeslite 36 Posted August 6, 2017 Looks really good. Good job. EpsilonWoW Connection Guide Share this post Link to post Share on other sites
BeardwithLegs 9 Posted August 7, 2017 (edited) 10/10 Been waiting for something like this to get back into building. Edited August 7, 2017 by BeardwithLegs Share this post Link to post Share on other sites
MindScape 66 Posted August 7, 2017 (edited) UPDATE: v4.1.1 (Aug 7, 2017) - Fixed Left / Right & Up / Down using their correct numbers instead of just always using the Length Value. Oops.. - Introduced Temporary Rotation Step Increment Modifiers: Hold Shift to snap to full degrees, alt to snap to 0.1 degrees, both Alt+Shift to snap to every 5 degrees. Default without any modifiers is still 0.01 degrees. http://bit.ly/objmov411 My bad, forgot to change some variables, so left / right and up / down weren't working on their own values. Had to fix that bug and put out the update now, so this current way modifiers work isn't the final iteration. There will be an actual option box for it later to put in your own increment value, with a few preset buttons. Maybe modifier keys like now will stay also, since it's quite simple to use. Edited August 7, 2017 by MindScape Share this post Link to post Share on other sites
alexandra 31 Posted August 7, 2017 Really neato work friendarino Share this post Link to post Share on other sites
Fraenir 13 Posted August 7, 2017 Definitely can't wait to give it a try. Share this post Link to post Share on other sites
Stirner 1 Posted August 7, 2017 Addons are a spook. But this is no spook. Good job. // BORN TO NOTHING // // WORLD IS A SPOOK // // 武士KILL EM ALL 1846 // // I AM GHOST BUSTER // // 410,757,864,530 SPOOKED LIBERALS // Share this post Link to post Share on other sites
Asdflawl 9 Posted August 12, 2017 This is fucking great. As a builder, I honestly thank you. Share this post Link to post Share on other sites
Cain 12 Posted August 12, 2017 You deserve a medal. But I still don't get what the movement is for and also some of the options, when I click it in-game it doesn't really seem to do anything at all. Share this post Link to post Share on other sites
MindScape 66 Posted August 12, 2017 6 hours ago, Morgus said: You deserve a medal. But I still don't get what the movement is for and also some of the options, when I click it in-game it doesn't really seem to do anything at all. You can set Length, Width, and Height in the object parameters, and then when you hit one of the movement buttons, it'll move you by the respective amount (or move the GObject selected if you have "Move Object" selected in options). Length = Forward / Backward, Width = Left / Right, Height = Up / Down. If you hit the "Halve" or "Double" options, those numbers in Length / Width / Height will be doubled or halved when you move. So if you have your length set to 2, and move forward, you'll ".gps for 2" - But now if you hit the double options, and move forward again using the button, you'll move forward 4 instead, since it's now doubled. The actual numbers in the box won't change though. Spawn on Move makes it so you spawn an object every time you move, so that you can quickly GPS build by setting the numbers up (i.e., like objects from this thread: https://forums.epsilonwow.net/topic/217-gps-coordinates-list/ ) and just moving each time, it auto spawns, then move again, and continue. Messages is just a checkbox if you want to see the spam from all the commands used when moving, rotating, ect. Best to leave it off unless it bugs out and starts blocking all messages (this can happen in current version - already fixed on my version but working on some other updates (like Auto Dim) first before putting it out). Share this post Link to post Share on other sites
Cain 12 Posted August 12, 2017 4 hours ago, MindScape said: You can set Length, Width, and Height in the object parameters, and then when you hit one of the movement buttons, it'll move you by the respective amount (or move the GObject selected if you have "Move Object" selected in options). Length = Forward / Backward, Width = Left / Right, Height = Up / Down. If you hit the "Halve" or "Double" options, those numbers in Length / Width / Height will be doubled or halved when you move. So if you have your length set to 2, and move forward, you'll ".gps for 2" - But now if you hit the double options, and move forward again using the button, you'll move forward 4 instead, since it's now doubled. The actual numbers in the box won't change though. Spawn on Move makes it so you spawn an object every time you move, so that you can quickly GPS build by setting the numbers up (i.e., like objects from this thread: https://forums.epsilonwow.net/topic/217-gps-coordinates-list/ ) and just moving each time, it auto spawns, then move again, and continue. Messages is just a checkbox if you want to see the spam from all the commands used when moving, rotating, ect. Best to leave it off unless it bugs out and starts blocking all messages (this can happen in current version - already fixed on my version but working on some other updates (like Auto Dim) first before putting it out). Omg thank you so much, this helped loads! Share this post Link to post Share on other sites
Kyliel 2 Posted August 16, 2017 This addon is amazing, thank you so much for making it! However the down button has stopped working for me. It just says this when I click it: Syntax: .gobject move downwards %f Moves the object downwards %float units and nothing happens. I tried reinstalling the mod but the problem was still there. Share this post Link to post Share on other sites
MindScape 66 Posted August 17, 2017 (edited) 2 hours ago, Kyliel said: This addon is amazing, thank you so much for making it! However the down button has stopped working for me. It just says this when I click it: Syntax: .gobject move downwards %f Moves the object downwards %float units and nothing happens. I tried reinstalling the mod but the problem was still there. Oops. Uhm - Yea, I know the issue, I fixed it on my end, but I think I never uploaded the fixed version. Gimme a wee bit to fix some other things and I'll try and get the new version up tonight. Edited August 17, 2017 by MindScape Share this post Link to post Share on other sites
MindScape 66 Posted August 17, 2017 @Kyliel Updated! Didn't get to the new features yet but made some backend progress on it, but all the bugs should be squashed in this pretty high update. Updated to v4.2.0 Fixed Up / Down not working until Forward / Back was used once Fixed Up / Down not using the correct number (again, sorry - ACTUALLY FIXED NOW!) Changed saved variables into a table instead of a different saved variable for each one http://bit.ly/objmov420 Share this post Link to post Share on other sites
MindScape 66 Posted August 20, 2017 Minor 4.2.0b update, just removed the call to an old function so it won't print out a Lua error if you have those on. Error didn't impact functionality tho. Share this post Link to post Share on other sites
Cain 12 Posted September 4, 2017 I have a suggestion. Would it be possible to make a tab with "saved" parameters? It would save a lot of time if I could just select a set of parameters I've already made instead of pasting in all the data from a macro or a forum post. Share this post Link to post Share on other sites
MindScape 66 Posted September 6, 2017 On 9/4/2017 at 4:38 AM, Morgus said: I have a suggestion. Would it be possible to make a tab with "saved" parameters? It would save a lot of time if I could just select a set of parameters I've already made instead of pasting in all the data from a macro or a forum post. It would - I'd planned to do something like "Auto Dimensions" where it updates when you select an object to it's coordinates but it would be a lot of work and updates to compile that all - so instead a 'Save' button would work really nicely yea. I'll look into that Plan: Save / Load buttons for Object Parameters Update 'step' function with an input box to set it Add in a "Rotate" button so that you can simply just click it and set the rotation, instead of having to change something and change it back Add in a "Update Rotation on Select" option to rotation which, when you select an object, it updates the sliders to the objects current rotation. I think that's the plan for now. It seems like lots of work and more sleepless nights tho Share this post Link to post Share on other sites
Cain 12 Posted September 6, 2017 (edited) 2 minutes ago, MindScape said: It would - I'd planned to do something like "Auto Dimensions" where it updates when you select an object to it's coordinates but it would be a lot of work and updates to compile that all - so instead a 'Save' button would work really nicely yea. I'll look into that Plan: Save / Load buttons for Object Parameters Update 'step' function with an input box to set it Add in a "Rotate" button so that you can simply just click it and set the rotation, instead of having to change something and change it back Add in a "Update Rotation on Select" option to rotation which, when you select an object, it updates the sliders to the objects current rotation. I think that's the plan for now. It seems like lots of work and more sleepless nights tho If it was possible to get the exact gps of the object when you clicked the "Get object ID" button it would make building with gps so easy, but I don't know if that's possible. By the way if you need help just send me a pm. Edited September 6, 2017 by Morgus Share this post Link to post Share on other sites
MindScape 66 Posted September 6, 2017 8 hours ago, Morgus said: If it was possible to get the exact gps of the object when you clicked the "Get object ID" button it would make building with gps so easy, but I don't know if that's possible. By the way if you need help just send me a pm. It would only be possible if: The addon contained an extensive list of objects and their gps coordinates, or, the server returned a "Suggested Coordinates: X Y Z" type thing when selecting an object. That second option would actually be pretty cool tbh, and then it can be updated to support new objects without ever having to update the addon. Share this post Link to post Share on other sites
Cain 12 Posted September 6, 2017 39 minutes ago, MindScape said: It would only be possible if: The addon contained an extensive list of objects and their gps coordinates, or, the server returned a "Suggested Coordinates: X Y Z" type thing when selecting an object. That second option would actually be pretty cool tbh, and then it can be updated to support new objects without ever having to update the addon. It really would, but that would require someone to figure out the gps for every single one of those objects as far as I know. Share this post Link to post Share on other sites
MindScape 66 Posted September 6, 2017 3 minutes ago, Morgus said: It really would, but that would require someone to figure out the gps for every single one of those objects as far as I know. Not every - just update them server side as they are figured out. I can put objects into blender also and figure out their exact size tho also. I wonder if there could even be a way to grab the exact size in the WoW client if it reads it's collisions or model or such Share this post Link to post Share on other sites
Cain 12 Posted September 7, 2017 12 hours ago, MindScape said: Not every - just update them server side as they are figured out. I can put objects into blender also and figure out their exact size tho also. I wonder if there could even be a way to grab the exact size in the WoW client if it reads it's collisions or model or such That would be amazing, and yeah I think using blender to get the exact size would be the only way otherwise. Share this post Link to post Share on other sites