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Can we please get some documentation

fedehat

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Aug 22, 2010
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The documentation link in this forum is so old, the methods listed take different arguments now.
And the inline documentation is pretty much non-existant, meaning we have to guess what each property and method does by looking at the name.

E.g. WoWUnit.Distance
At first glance it seems like it will tell the distance between the bot and the target, but the catch is it does so in 3D meaning the elevation is taken into the math. Not until you find WoWUnit.Distance2D does this become obvious.

A simple comment on each property to say what it does and does not do would go a long way towards making it easier on us CC/plugin devs who are not privileged to the source code.

At the very least remove the outdated documentation.
 
I agree even using it in VS ALOT of the API is just blank for descriptions. but the distant section for flying target i had to use is this... .DistanceSqr < 40 * 40
 
once you load up visual studio and you get into the api and code. it all makes sense.
 
once you load up visual studio and you get into the api and code. it all makes sense.
Um no. I don't know which part of VS you are referring to, which is supposed to make it "make sense", but the object browser doesn't help much. Just seeing which properties and methods are available does very little help, just having a name of a method does not say how to use it or often even what it does.

And btw. I've coded both a DK CC and a PvP plugin so I've done plenty of coding with the API and I'm still not sure what the methods I'm using are supposed to do.
 
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Um no. I don't know which part of VS you are referring to, which is supposed to make it "make sense", but the object browser doesn't help much. Just seeing which properties and methods are available does very little help, just having a name of a method does not say how to use it or often even what it does.

And btw. I've coded both a DK CC and a PvP plugin so I've done plenty of coding with the API and I'm still not sure what the methods I'm using are supposed to do.
strings are strings.
int's are int's
wowitems are wowitems.
distance is distance.

its not that hard.
 
strings are strings.
int's are int's
wowitems are wowitems.
distance is distance.

its not that hard.
Wow. That was pretty arrogant.
Fine. I'm done developing for HB and hereby make my code available for anyone to take ownership of.
 
Wow. That was pretty arrogant.
Fine. I'm done developing for HB and hereby make my code available for anyone to take ownership of.
i didnt mean it to be arrogant, im sorry you took it the wrong way.

what i meant was that there are soo many different methods, and values, and lists and everything you can access, its almost impossible to go though and have someone manually go in and comment on each one, hence there is no documentation. and even if someone did, you would end up with a lot of one line self explaining things, like "displays health percent" or "my distance from the wowunit" ether way you end up with no information. its really just something you have to learn.
 
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Most of the API is pretty straight-forward, and self-explanatory.

If you expect "Distance" in a 3D world to return a 2D distance, then I think you should be re-thinking your target market.

And I have to agree with CnG here. They are what they are. If there's stuff you're confused about, then by all means, please ask for clarification.

We've slowly, but surely, been documenting the API. It won't be anything monolithic like MS's documentation, but it should be more than enough for people.
 
Apoc said:
Most of the API is pretty straight-forward, and self-explanatory.

I'll agree the interface is straight-forward, but frequently the behaviors of the method require guessing and experimentation. To the people just starting to use the Styx API, this is frustrating. I wish I could give you some concrete examples of this off the top of my head. The problem exists, however, I've a horrible memory.

Next time I get some time to play with it, I'll make some notes for some decent examples of what they're talking about. If you work with the stuff day-in and day -out, like Apoc and CnG, you just 'know' this stuff, and are blind to it. If you were a relative newcomer, you'd be able to quickly see the problems with it.

I certainly agree the methods and parameters of the interface have excellent name choices that makes stuff 'obvious'. But, its the behaviors that people are complaining about lacking documentation--not the interface.

cheers,
chinajade
 
For what it's worth --

at first glance CNG's response did look a little sarcastic, however after looking at other CNG's posts and getting a feel for the person behind the name it would seem highly out of character. Perhaps Fedehat's just had a bad day and this was just enough to further ruin a really bad day. let's hope sense will prevail when our heads are a little cooler!
 
Think he is talking about the intellisense part of it giving a description.

Think hes trying to express its more along the lines of the intellisense is not very descriptive. Not asking for a full description with example code... but using the sample Cast if I didn't know what most of the info was already I could get a general idea on what it does. Although that wouldn't be bad for the wiki page to help some of us less coding savy people.
*** I think I got the intellisense snippit from ensemble but if I am wrong I apologize. Credit either goes to Raphus,CodenameG, or FPSWare *****

Examples 1:

Working on my paladin CC ran into a couple of issues with ActiveAuras vs HasAura that was throwing me for a loop.

1). ActiveAuras according to the intellisense list this: dictionary<string,WoWAura> WoWUnit.ActiveAuras. Thats it... now I assumed which I am probably wrong but It should contain all the keys to your current auras on your toon. So when I do a .ContainsKey(" insert whatever aura I am looking for ") it should return a true. But in the case of me working on my prot spec code when Righteous Fury is listed under my buffs bar I get a False return.

2). HasAura according to intellisense list this: bool WoWUnit.HasAura(string name). Thats it... now I assumed again that what ever I attach it to for example Me.HasAura("insert whatever aura I am looking for ") So using the above example on Righteous Fury again this time I get a true when it is active on my buffs bar.

So from that testing not knowing what the difference between them except the semi-vague intellisense ActiveAuras don't work on Auras without a timer(Stances/RF type stuff/etc..) and HasAura does. Kinda makes sense I quess.

Sample Code: HasAura = True , ActiveAuras = False
Code:
Core.Slog("RF Active(hasaura) = " + Me.HasAura("Righteous Fury"));
Core.Slog("RF Active(activeaura.containskey) = " + Me.ActiveAuras.ContainsKey("Righteous Fury"));

Now here is the kicker... using the logic deduced from trying out the top code this part didn't make any sense in the following.

Code:
if (!Me.Mounted && !Me.ActiveAuras.ContainsKey("Retribution Aura")) { Core.Cast("Retribution Aura"); }
if (Me.Mounted && !Me.ActiveAuras.ContainsKey("Crusader Aura")) { Core.Cast("Crusader Aura"); }

Using that code it works like a champ contrary to the RF debacle :(

Example 2:

Now from this sample code it shows the descriptive info when you mouse over Cast with intellisense. Had to remove the first < as when previewing you wouldn't see the summary,param,return parts.

Code:
        /// summary>
        /// Cast a specific spell by ID
        /// /summary>
        /// param name="spellID">
        /// /param>
        /// returns>TRUE if the spell was cast successfully
        ////returns>
        public static bool Cast(int spellID)
        {
            Logging.DebugOnly("Cast " + spellID, 1);
            bool result = SpellManager.Cast(spellID);

            Logging.DebugOnly("... result " + result, 1);
            if (result) Slog("-" + spellID, Colour("Blue"));
            return result;
        }
 
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For what it's worth --

at first glance CNG's response did look a little sarcastic, however after looking at other CNG's posts and getting a feel for the person behind the name it would seem highly out of character. Perhaps Fedehat's just had a bad day and this was just enough to further ruin a really bad day. let's hope sense will prevail when our heads are a little cooler!
i said i was sorry, but if he wants something a bit more personal and heart felt ill be more then glad give it to him. im a busy guy, and sometimes posts, don't have as much thought put into them as they should be, and it happens.

what else can i say?
stuff happends.
 
Gotta agree with most of the sentiment here.

I've been a developer for more than a decade, and consider myself expert in most areas of development (C# / .NET), and while I have not had time with my work and game schedule to do more then make minor tweaks to some of the CCs here to fit my needs, that much of a quick look was enough to see that the new behavior tree stuff needs some serious documentation.

Perhaps someone should update the Wiki at least... that stuff is old!

Most of the API does not need documentation tho... would be a waste of developers time to add most of it.

I would like to see a tutorial or at least a simple example showing how the behavior stuff works... one of these days I will have time to get in there and write my own stuff. On my "to do" list (or wish list more like) is a custom duel RAF bot that communicate back and forth, pick up the same quests - vendor and repair at the same time, work independently when grinding or help eachother depending on class and always stay within the RAF radius of eachother. One of these days ill get around to it :)
 
Guys cant you just remove the old documentation/update it a tad its all he wanted..
 
After giving it some thought and seeing all your comments, I've decided to continue development.
And I would like to apologize to CodenameG for overreacting a bit, you were just trying to help after all :)
 
haahahaha i love you devs your all so hot headed makes me lol.
Fedehat im glad your staying with the community your the reason i have 3 lvl 85 dk's so cheers

-Gully
 
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