My question is, is there a way to set up the tool so that even tho a spawn has been detected for an achievement, it will still alert if the spawn has a special drop that has not been collected, toys and such, without having to disable for all spawns.
Would it be an idea to use a SendAddonMessage("NPCScan",Playername.." has found: "..Unitname.." In: "..Area,"CHANNEL",ChannelID) On every found NPC on the list
Course youl have to make every player join a Channel but thats no biggy Basicly we will then have a Realm Wide tracker, so lets say im walking in Stormwind and somebody else with the addon is walking in Storm Peaks and meats up with Skoll.. This will then trigger the notification on his screen and with that send out the SendAddonMessage To specified NPCScan Channel
This will allow me to see that A certain player has found Skoll on "Storm Peaks" This could provide verry usefull if your hunting for a specific unit that the one that found it aint looking for but did meat up with...
Since its A SendAddonMessage you could either trigger the NPCScan Ui to show though that might cluster it sometimes or show it though a Print message or whatever
or you could just use SendChatMessage and just leave it as is cause they cna read the chat on that schannel . cause they well .. joined :D
I love NPCscan but I am having a problem atm with NPCscan Overlay witch I am new to. I have both installed but they are not merging as they should. in my interface addons they are showing as two different addons instead of the Overlay being under the NPC Scan options. I believe this is causing the Overlay paths to not show up on the main map. I have deleted cashes, checked and unchecked all boxes, and ran only those two addons and still the paths will not show on my map. what am I doing wrong? or is this a known issue?
_NPCScan.Overlay's options can be found under _NPCScan's main options menu, under _NPCScan > Overlay or as its own entry of _NPCScan.Overlay if _NPCScan isn't installed
_NPCScan is no longer in existence; I threw its code away and started over, with NPCScan being the result. At some point, I intend to do the same to .Overlay but haven't yet found the time. When I do, they'll likely integrate in that manner again.
The current problem with the overlays not showing up is file corruption from CurseForge's packager in the latest update. To fix this, you'll need to download the old version, extract it, and copy its PathData.lua file over to the new installation. I'm hoping the CurseForge issue will be fixed soon, so I can make a new build. See https://www.wowace.com/projects/npcscan-overlay/issues/73 for details.
Are you talking about .Overlay? If so, I didn't break the mod - the CurseForge file processor did by corrupting the binary data in the PathData.lua file. Follow the instructions I posted earlier, and you'll be up and running again. I cannot fix this myself, since another update will also be corrupted. I need to wait until the issue is fixed on CurseForge.
Unlike most of the "rares" on Broken Isles, which don't pop up if you killed them once on a the current char, this option doesn't exist for these, since they can be killed for loot every day. Is there an option to hide these NPCs, that survives an update?