Quest indicator keeps disappearing on nameplates.
Tyrosi opened this issue ยท 10 comments
What version of the game you are experiencing the issue with:
Live/Retail, French version. Started about 2 days ago
Describe the bug
Quest indicator keeps disappearing on nameplates
To Reproduce
Steps to reproduce the behavior:
- Go to a quest or WQ area
- No quest indicator
- Reload
- Quest indicator is back
- Loot a quest item (not necessarily related) and it's gone again
- Sometimes i don't even need to do anything exept moving, for the quest indicator to disapear
Screenshots
Additional context
Launch was great. No problems of nameplates. Then, i don't really know why, quest indicator start to desapear. Even on my main.
No LUA error related (BugSack addon doesn't show any LUA error when it happens)
(Sorry for my poor english ..)
EDIT :
I just found that the quest indicator disappeared, when i hover an item with the new "Interract key" AND option on "Show All" (See screenshot)
To reproduce
- Go to a quest or WQ area
- Activate the "Interract with key" option AND "Show all" like screenshot (Set "Show all" option to "Default" solves the problem)
- Make sure you see the Quest indicator on mob nameplate
- Move your camera to an interractive object, untill you see the name of it (you can start fishing, it works as well)
- Quest indicator disappeared.
This issue just got 1000x worse in 10.2. The indicator now disappears every 5 minutes.
This issue is stale because it has been open for 90 days with no activity. If you feel the issue is still relevant, please leave a comment to prevent the issue from being closed in 30 days
@Luxocracy I have been using this for a while now to be able to detect quest and bonus objectives for retail without any problems.
local LT_QuestTitle = Enum.TooltipDataLineType.QuestTitle -- 17
local LT_QuestPlayer = Enum.TooltipDataLineType.QuestPlayer -- 18
local LT_QuestObjective = Enum.TooltipDataLineType.QuestObjective -- 8
local function GetUnitQuestInfo(unit)
local unitid = unit.unitid
local questList = {}
local tooltipData = C_TooltipInfo.GetUnit(unitid)
local playerName = UnitName("player")
local lastQuestTitle = nil
local lastQuestPlayer = nil
local lastObjectiveTitle = nil
local lastObjectivePlayer = nil
local lastObjectiveLine = 0
local inGroup = GetNumGroupMembers() > 1 -- alone in a group does count as not in group for tooltip data
local lines = tooltipData and tooltipData.lines
if lines then
for i, line in pairs(lines) do
-- When alone:
-- QuestTitle
-- QuestObjective
-- When in group
-- QuestTitle
-- PlayerName
-- QuestObjective
-- PlayerName
-- QuestObjective
local lineType = line.type
if lineType == LT_QuestTitle then
lastQuestTitle = line.leftText
questList[lastQuestTitle] = questList[lastQuestTitle] or {}
elseif lineType == LT_QuestPlayer then
lastQuestPlayer = line.leftText
elseif lineType == LT_QuestObjective then
if lastQuestPlayer == nil or lastQuestPlayer == playerName then
questList[lastQuestTitle][line.leftText] = line.completed
end
end
-- Event Objective detection
if i > 1 and lineType == 0 then
local color = line.leftColor
if color.r > 0.99 and color.g >= 0.81 and color.b == 0 then -- QuestYellow
local text = line.leftText
if lastObjectiveTitle ~= nil and inGroup and UnitGUID(text) then
lastObjectivePlayer = text
else
lastObjectiveTitle = text
questList[lastObjectiveTitle] = questList[lastObjectiveTitle] or {}
end
lastObjectiveLine = i
elseif lastObjectiveTitle and lastObjectiveLine == (i - 1) then
if lastObjectivePlayer == nil or lastObjectivePlayer == playerName then
questList[lastObjectiveTitle][line.leftText] = false
end
lastObjectiveLine = i
else
lastObjectiveTitle = nil
lastObjectivePlayer = nil
end
end
end
end
-- remove quests without objectives
for i, objectives in pairs(questList) do
if next(objectives) == nil then
questList[i] = nil
end
end
return questList
end
This issue is stale because it has been open for 90 days with no activity. If you feel the issue is still relevant, please leave a comment to prevent the issue from being closed in 30 days
If this works, I'm really thankful for it as this was a pain to debug when I looked at it last.
And it looks much better than looking at texture Ids, which is what was previously done.
I'll add this in and see what I can do about testing it at least a little before releasing anything new.