BigWigs Bossmods

633 - Bug: Iron Qon, Arcing Lightning Proximity Check - Missing Raiders

What steps will reproduce the problem?
1. Issue seems to occur anytime the the Rangefinder switches to Arcing lightning mode on Iron Qon Normal or Heroic (10 man only tested)
2.
3.

What version of the Big Wigs are you using?
r11025

Do you have an error log of what happened?
I do not, it didn't throw any errors.

Please provide any additional information below. (example: localization of your client if not enUS or enGB)

Localization is enUS.

Issue is that when the Rangefinder switches to Arcing Lightning mode on the Iron Qon fight, it suddenly stops tracking some people in the raid group.  Once switching back to Lightning storm, everyone seems to show up again.  This has gotten me yelled at by raiders, since they're trying to get out of range of me (they're using DBM where issue is not present), but I'm not seeing them on the finder at all.

I'm no LUA expert, though I do code part time for a living.  Having a quick look at the code for the fight,

        for i=1, GetNumGroupMembers() do
            local name = GetRaidRosterInfo(i)
            if UnitDebuff(name, spellName) then
                debuffs = true
            elseif UnitAffectingCombat(name) then -- XXX doesn't update for bres/ss/reincarnate
                everyoneElse[#everyoneElse+1] = name
            end
        end

it looks like if a raid member is affected by the arcing lightning as well as myself, then the only action taken for this code segment is that debuffs is set to true, since the part that adds them to he everyoneElse array won't trigger, since the elseif won't trigger.  It also explains why during this phase I've seen people who aren't populated on the finder suddenly show up - if they're affected by the debuff and it drops off they'll suddenly be passed to the everyoneElse array when the elseif triggers (which is later passed to the proximity check).

Again I'm not a LUA coder so I could be way off on the cause.  But having people mysteriously disappear from my proximity check during our heroic attempts runs the risk of scaring the shit out of me. :)  If you guys get a chance to look at this, it'd be appreciated.

User When Change
nebula169 Dec 14, 2014 at 21:19 UTC Changed status from New to Fixed
Arcsane Aug 13, 2013 at 15:10 UTC Create

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  • 4 comments
  • Avatar of Arcsane Arcsane Aug 14, 2013 at 13:40 UTC - 0 likes

    Awesome. Thanks.

  • Avatar of nebula169 nebula169 Aug 14, 2013 at 07:11 UTC - 0 likes

    Will probably end up changing it into a dumb range display, possibly combining all three spells into one generic option that just shows a 10yd range display or such.

    If you change mod:OpenProximity(136193, 12, everyoneElse) to mod:OpenProximity(136193, 12), it'll remove the multi-target aspect of it.

  • Avatar of Arcsane Arcsane Aug 14, 2013 at 00:10 UTC - 0 likes

    @nebula169: Go

    Ah. I can see that would be useful, especially on 25's.

    It's causing me a bit of grief though, since if people without it aren't showing up to me, I wind up moving to keep people in range (I'm a healer) and damaging others because I'm not seeing them on radar (and am not paying enough attention to where they are on the screen since I'm watching health bars. . . I know, I know, I shouldn't tunnel vision but it happens). The guild's arcane mage is about ready to gut me because I keep passing into their "bubble" of space (which keeps happening as with our current strat I'm supposed to stay as near them specifically as possible to break storm clouds).

    I don't suppose it would be possible to provide an option for which method to use? (I'd even take a code snippet I can put in personally, manually).

    PS. On heroic I'm more concerned with the actual damage it does, rather than passing it on, since it hurts just that little bit more. I'm going to wind up passing it on sometimes anyway due to breaking assigned targets out of stormclouds. If it's not possible I'll try to take a look to modify my own one. Thanks for clearing up how it works though, that'll definitely help if I have to look into modding my own copy :)

  • Avatar of nebula169 nebula169 Aug 13, 2013 at 20:35 UTC - 0 likes

    The way Arcing Lightning works is a bit different than how a proximity normally work and it's a probably a failing on my part that I didn't explain it in the options, but I had hoped it would be self evident once it was used.

    Arcing Lightning is a target proximity, which means only specific people are shown. This is usually employed to show people with a dangerous debuff and forces the sound so you move away from them. Initially Arcing Lightning's proximity used this, but it was flawed and annoying in the fact that if a grouping of people got it at the same time (ie, after Windstorm or someone ran too close to melee) then there was no need for the group to scatter because the debuff would fall off everyone at the same time yet the proximity would beep incessantly until it was gone.

    Which brings us to the current implementation. It's still a target proximity, but the targets are everyone without Arcing Lightning when you have it. The intent was making the people with Arcing Lightning responsible for preventing it's spread instead of making people move away from them. There can still be a bit of stagger with debuff duration, so people are still required to take note of of the situation and move out early if need be.

    Overall, I think I was trying to be too clever and didn't realize that the behaviour change wouldn't be as clear to people as I had anticipated and just ended up with confusion.

    Last edited Aug 13, 2013 by nebula169
  • 4 comments

Facts

Last updated
Dec 14, 2014
Reported
Aug 13, 2013
Status
Fixed - Developer made requested changes. QA should verify.
Type
Defect - A shortcoming, fault, or imperfection
Priority
Medium - Normal priority.
Votes
0

Reported by

Possible assignees