Description

Set your own custom waypoint where and when you want, tracked as a task. Pin your own notes on the map or HUD with choice of icon and label. Customize and organize your map icons.

Preview
Personal Adjustable Waypoint 2.1.3
Post comment Comments  (0 - 50 of 263)
CatspawMods Author
CatspawMods - - 370 comments

Version 2.1.2 is now live! (20 March 2024)

New in 2.1:
• New context option available when right-clicking on any vanilla stash icon: Convert to Pin and Customize. As the name suggests, this turns the stash icon into a persistent pin that you can customize (or show on the HUD) like any other.
• New Pin Settings window replaces several functions such as renaming pins or the waypoint. Most UI elements have hint windows.
• Icon customization sidebar for the Pin Settings window shows a custom version of the widget, with buttons to browse the icon library and apply the current icon to the pin.
• Mouse wheel will cycle icons or sets depending on what part of the settings window you're hovering.
• New Waypoint Settings window based on the Pin window: edit both name and description in one window, control other settings like HUD visibility.
• New interface sound for pin creation/editing - will obey PAW's MCM setting for UI sounds.
• Button in Pin Settings window to toggle UI sounds, controlling the above setting.
• Some context functions removed, as their functionality has been consolidated into one settings window or the other.
• New BWHR Stash Icon to go with the RGB customization; black-and-white icons can be made any color using the ARGB customization in the Pin Settings window.
• Added fade settings for the waypoint HUD marker, identical to the existing ones for pins.
• New feature: Map Labels - Optionally show a visible caption on the map for any pin, letting you visibly label the map with any text you want. Supports a variety of color and text substitutions.

As you can see, this is a HUGE update with many changes and new features, so while it's been tested thoroughly, there are bound to be bugs. I don't currently have as much time to work on modding these days as I did last year, but I'll do my best to address them.

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Failed_ether0
Failed_ether0 - - 1 comments

having issues placing waypoints anywhere on the map with efp, sorry to ask but could i get some help?

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Bass-Junkie
Bass-Junkie - - 532 comments

sweet

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raynor009
raynor009 - - 101 comments

nice i wanted something like this for a while. i know call of chernobyl had a system like this.

ok it crashes now without both patches. i had to install everything manually for the mod to work.

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CatspawMods Author
CatspawMods - - 370 comments

I never played it, but that's what I hear. I'm not sure if it worked the same way or not, I had to build this from scratch.

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raynor009
raynor009 - - 101 comments

it worked where if i remember right because i did not play it for years, you could right click anywhere on the map and it would add a waypoint with a flag icon that would generate an arrow on the compass for you to follow.

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traveman
traveman - - 17 comments

nice! always wanted to have this in game, thanks! :)

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CatspawMods Author
CatspawMods - - 370 comments

You're welcome! It's one of those things where once you think about it, it's such a simple feature that just about any device with a map would have.

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Grokitach
Grokitach - - 896 comments

Awesome mod :) ! The PDA can support smart terrains display using debug HUD. I don't know if your markers could mark the smart terrains themselves (without displaying the debug HUD). This would allow basically click almost anywhere on the map and put the marker to the nearest smart terrain. Didn't check the code and I don't know anything about how PDA and map interactions are coded so i'm not sure that it's possible.

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CatspawMods Author
CatspawMods - - 370 comments

Thank you! Means a lot coming from you.

I had been wondering about that myself, about tagging the nearest smart terrain, but I need to spend some time digging around with debug mode on. I'm certain that it's possible--if nothing else, I can dig into the debug code itself and find out what IT is doing to "see" the spots.

May or may not be possible, but I'll find out.

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TheDailyXPerience
TheDailyXPerience - - 202 comments

Agreed. A damn good concept I am eager to see get fleshed out!

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CatspawMods Author
CatspawMods - - 370 comments

Good news, it looks like I nailed the smart terrain problem--there's nothing unique in debug HUD, they're just adding and removing the mapspots on the fly.

So next version (still testing) has a definable key to show a "Cartography Mode" overlay with all terrain smarts everywhere so that you can right-click on them, then add/remove/re-label your own POIs with a choice of icons. I think that's about as good as it gets short of getting the ability to grab world coords under the cursor.

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elmoteroloco
elmoteroloco - - 13 comments

Great! Im think on that several times, thank you for the realization!
Im wait for the patched version and give a try for compatibility with my modset
l8!

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CatspawMods Author
CatspawMods - - 370 comments

The save issue is now fixed in 1.2.

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TheDailyXPerience
TheDailyXPerience - - 202 comments

Crashed after placing waypoint and trying to transition from swamps to cordon on waypoint transition area.

Mediafire.com

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CatspawMods Author
CatspawMods - - 370 comments

This issue is now fixed in 1.2.

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TheDailyXPerience
TheDailyXPerience - - 202 comments

Nice. Will let you know if I encounter anything else.

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NewbieRus
NewbieRus - - 715 comments

у меня сначала были вылеты из игры а потом вообще пропал переход с кордона на свалку

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Guest
Guest - - 690,546 comments

Can this be used to locate stashes or places you want to go?

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CatspawMods Author
CatspawMods - - 370 comments

It can't be used to find anything you don't already know the location of, but it can be used to mark the location of a known stash so that you can track it. If that doesn't work, I might need to update the clsid.

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equismas
equismas - - 80 comments

finally someone did it. THanks!

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Devalinor
Devalinor - - 10 comments

Awesome, thank you!

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ghosttrooper106
ghosttrooper106 - - 95 comments

Nice!

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MaxSpringer
MaxSpringer - - 59 comments

Great job, I was waiting for this for so long!

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ghosttrooper106
ghosttrooper106 - - 95 comments

CatspawMods,
I made a mod translation)
you can include in the next update)

catsy_waypoints.xml v2
Drive.google.com

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CatspawMods Author
CatspawMods - - 370 comments

Thank you!

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дедушка_Ли
дедушка_Ли - - 176 comments

Hello, ghosttrooper106!
I'm sorry, of course, but what kind of translation is this: "Разместить маркер сюда", "Переместить маркер сюда"?
This is my translation, I think it would be better this way: Drive.google.com

CatspawMods, you can, if you want to use my translation.

Здравствуйте, ghosttrooper106!
Я конечно извиняюсь, но что это за перевод: "Разместить маркер сюда", "Переместить маркер сюда"?
Это мой перевод, думаю, что так лучше будет: Drive.google.com

CatspawMods, можете, если желаете использовать мой перевод.

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CatspawMods Author
CatspawMods - - 370 comments

I'll get it sorted out, thank you very much for your efforts.

Я разберусь с этим, большое спасибо за ваши усилия.

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ghosttrooper106
ghosttrooper106 - - 95 comments

Я не переводил, а адаптировал текст под себя.

ну да ладно, теперь вы будете переводить ;)

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undirectshots
undirectshots - - 4 comments

i wonder if it's possible if you could create your own Tasks without waypoint, for example if you want to find a certain upgrades for yourself such as the servomotor upgrade, after you finish your own task you can delete it, basically this is just like Notes except it's in your PDA.

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CatspawMods Author
CatspawMods - - 370 comments

Yes, it's possible, even easy, to create a task without a visible mapspot. The tricky part would be an interface for letting the player efficiently customize and manage more than one of them.

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arpadiam
arpadiam - - 34 comments

wow fantastic idea, tracking it

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L4U6H1N6-LUN4T1C
L4U6H1N6-LUN4T1C - - 1,171 comments

Pretty dope! Keep at it

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iicecube
iicecube - - 25 comments

This is the mod Im waiting for long time for tracking
If we can put an information tag on the map that we can list, it would be even better.

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CatspawMods Author
CatspawMods - - 370 comments

For the next version I am testing a feature that lets you place static notes on the map, like stash markers.

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MaxSpringer
MaxSpringer - - 59 comments

Last update just bricks my saves, CTD on load

! [SCRIPT ERROR]: ...nomaly\gamedata\scripts\tasks_placeable_waypoints.script:684: attempt to index global 'item_milpda' (a nil value)

FATAL ERROR

[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_error
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line : 191
[error]Description : fatal error
[error]Arguments : LUA error: ...nomaly\gamedata\scripts\tasks_placeable_waypoints.script:684: attempt to index global 'item_milpda' (a nil value)

stack trace:

Can't load any previous saves either, for some reason it tries to find item_milpda despite the fact that I don't have the addon installed.

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CatspawMods Author
CatspawMods - - 370 comments

What the heck. I literally tested this three separate times in a completely clean 1.5.2 profile.

Let me see what I can find out.

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MaxSpringer
MaxSpringer - - 59 comments

I'm playing on 1.5.1, first time loading save after installing it worked as intended, but after quicksave it crashed and continued to crash on every load with same error.

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CatspawMods Author
CatspawMods - - 370 comments

Okay, let me try quicksaving and loading a few times. Did you have an active waypoint in the save?

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MaxSpringer
MaxSpringer - - 59 comments

When I first loaded, my waypoint task that was active before got canceled

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CatspawMods Author
CatspawMods - - 370 comments

I just finished testing multiple times in clean 1.5.1 and 1.5.2, saving and loading multiple characters, with and without waypoints, with and without MCM. I cannot make this error happen.

There is only one point in the script where it can attempt to reference the item_milpda script: during the reload of MCM settings. It pulls the milspec_enabled value directly from MCM on line 681 of tasks_placeable_waypoints.script.

Please try this:
1. Open tasks_placeable_waypoints.script
2. Search for "milspec_enabled", it shows up a few times, but line 681 is what you want. It beings with "milspec_enabled = "
3. Put two dashes at the beginning of that line so that it looks like this:
-- milspec_enabled = ui_mcm.get("pawsys/pawgen/milspec") or milspec_enabled

This will disable that line. Save and try launching.

That is literally the only place in the script where it can think that value is set to true, and it only does so if it is enabled in MCM.

Edit: I also just tested this very specific scenario: Anomaly 1.5.1, save game using PAW 1.2, exit and install PAW 1.3, launch game, load. As expected, the task gets canceled (this is a necessary part of the upgrade process, and happens only once). I saved my game, then reloaded again. I simply cannot make this happen.

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MaxSpringer
MaxSpringer - - 59 comments

I tried what you suggested, now game loads but crashes when pressing Esc

! [SCRIPT ERROR]: d:/pc/s.t.a.l.k.e.r. anomaly\gamedata\scripts\ui_mcm.script:381: table index is nil

FATAL ERROR

[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_error
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line : 191
[error]Description : fatal error
[error]Arguments : LUA error: d:/pc/s.t.a.l.k.e.r. anomaly\gamedata\scripts\ui_mcm.script:381: table index is nil

stack trace:

Reinstalling the addon doesn't solve the issue.

Edit: I was using MCM v 1.6.4, and it seems that version 1.6.5 is required to work with your addon. Updating MCM fixed the crash.

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CatspawMods Author
CatspawMods - - 370 comments

Thank you, that's very good to know! I'll add the MCM version to the description.

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PriZraKv01
PriZraKv01 - - 31 comments

I found one minus of this mod. I have a mod installed that shows additional information. For example, the selected items, the reputation received. So when I put a marker on the map and canceled it, the reputation drops by 25 points. I understand how your mod works. He considers the marker on the map as a task. I think this is not a problem. You can play with it. Thanks

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CatspawMods Author
CatspawMods - - 370 comments

That's very curious. What mod is doing this?

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ravenascendant
ravenascendant - - 1,100 comments

if you complete the task instead of cancel it i think this wouldn't happen.

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CatspawMods Author
CatspawMods - - 370 comments

Yeah, if that's the trigger then I think I can add a workaround--add a switch for whether the task should be canceled or completed when toggled. Then I can just decrement that stat instead so that player stats aren't affected, and let the player choose how it's handled.

Edit: actually, if their script is reading the rep loss from game_statistics, I could just do the same and adjust the rep change the same way I do the canceled tasks stat.

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ravenascendant
ravenascendant - - 1,100 comments

why not just use set_task_completed instead of set_task_cancelled ?

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CatspawMods Author
CatspawMods - - 370 comments

I can do that; it makes no difference to PAW what method it uses to end the task. But the player will then gain reputation and rank from completing a task, which I'll have to remove in post-cleanup same as now--and that will still trigger the other addon's pop-up.

To the best of my knowledge, apart from doing an end-run around the task system and nulling out the task record in a cross-script call, there's no way to end a task without affecting one player stat or another. Would love to find a more elegant solution.

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ravenascendant
ravenascendant - - 1,100 comments

the arena has a system for this, i think you can invoke it like this:

give_info("bar_arena_fight")
--cancel task
disable_info("bar_arena_fight")

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ravenascendant
ravenascendant - - 1,100 comments

and you do want to cancel because that flag only stops the rep change. if you set to complete there would still be a rank gain, but cancel has 0 effect on rank.

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PriZraKv01
PriZraKv01 - - 31 comments

ANOMALY POPUP MESSAGES (APM) (UPDATE 2)

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CatspawMods Author
CatspawMods - - 370 comments

Thank you, I took a look at their script and I now understand the problem.

Their script is not doing anything except reporting the fact that the reputation stat is different than it was during the last check.

This tells me that the reputation change is actually caused by the task cancellation itself, which will change the rep value in game_statistics--and that Anomaly Popup Messages is merely making that usually-invisible change visible.

Fortunately, because the rep change is vanilla Anomaly behavior and not your addon's, I can easily fix this.

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CatspawMods Author
CatspawMods - - 370 comments

Okay, I have a fix for this, but there's a catch.

The fix is that I do the same thing I do for the stat tracking cancellations: I poke the value back to normal after I cancel the task. Your reputation will not change.

The catch is that I have no control over whether the other mod catches the change before I do. It's a race condition. So the popup may report rep change, but none will happen.

It doesn't matter whether I do this as a completed or cancelled task--Anomaly is making the change, I'm fixing it immediately, but before I can do that, Anomaly Popups is seeing that the change happened.

Once I fix this, it will be a purely visual issue in AP that I can't control. Thanks for helping track it down.

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PriZraKv01
PriZraKv01 - - 31 comments

I don't think this problem matters much if you play in the easy game mode. On a complex one, this will be a problem. Anyway, thanks for your work.

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CatspawMods Author
CatspawMods - - 370 comments

By the way, if you using APM's kill feed feature, is it working fine with PAW 1.4? I had someone report that their kill feed stopped working and I can't fathom how that could be possible.

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ravenascendant
ravenascendant - - 1,100 comments

No this addon adds a task. and canceles it so the other addon is just responding to a task being canceled.

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