ThatJustHappened: Combat Event Announcement Mod
Moderators: Fridmarr, Worldie, Aergis, _Chloe
Re: ThatJustHappened: Combat Event Announcement Mod
fuzzygeek wrote:Also, the mod appears to be reporting stacks (this morning it reported stacks of Mortal Strike in SFK, which it hasn't been doing). I suspect something changed client-side, but have no way of checking now.
Can you post an example rule you use that reports stacks? There are several things I'd like to have this for, and im wondering if you're rules are just formatted a little differently.
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Arees - Posts: 301
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Re: ThatJustHappened: Combat Event Announcement Mod
The triggered lines were:
"SPELL_AURA_APPLIED;;;Mortal Wound;raid;SAY;", -- [18]
"SPELL_AURA_REMOVED;;;Mortal Wound;raid;SAY;", -- [19]
Very simple. Think they were originally used for Precious and Stinky, but they triggered off Lord Godfrey this morning. I am certain they did not the last time I was in SFK.
"SPELL_AURA_APPLIED;;;Mortal Wound;raid;SAY;", -- [18]
"SPELL_AURA_REMOVED;;;Mortal Wound;raid;SAY;", -- [19]
Very simple. Think they were originally used for Precious and Stinky, but they triggered off Lord Godfrey this morning. I am certain they did not the last time I was in SFK.
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fuzzygeek - Maintankadonor
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Re: ThatJustHappened: Combat Event Announcement Mod
Arees wrote:Xkonvikt wrote:From what I can see this mod is not working or I don't have a working set of codes. Can someone rewrite the codes oin the 1st page of this post?
Did you download the updated version I linked to on the previous page?
I did. When I open the addon and click the code list nothing comes up. Then I tried to copy paste codes from page one into he list and they didn't work. What am I doing wrong here?
- Xkonvikt
- Posts: 32
- Joined: Mon Dec 20, 2010 2:22 pm
Re: ThatJustHappened: Combat Event Announcement Mod
Xkonvikt wrote:I did. When I open the addon and click the code list nothing comes up.
That's because there are no rules by default. You have to add rules for what you want.
Xkonvikt wrote:Then I tried to copy paste codes from page one into he list and they didn't work. What am I doing wrong here?
When you type in /tjh a window will appear. There is a button that says enable or disable. Whatever it says is the state it is in. It's not clear I know, when I see a button that says enable, I think I should need to click it to enable it, but for this addon its backwards. If it says disable, click it to change it back to enable. I think it may even be disabled by default too, though im not sure on that one.
try this rule. It will whisper anyone in your raid who has hand of salvation cast on them. Cast it on yourself and it will send you a whisper.
/tjh rule SPELL_AURA_APPLIED;;;Hand of Salvation;raid;*TARGET;Watch your threat... you have been salved by *source!
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Arees - Posts: 301
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Re: ThatJustHappened: Combat Event Announcement Mod
Thank you I will try that and see what happens.
- Xkonvikt
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Re: ThatJustHappened: Combat Event Announcement Mod
Is it possible to write a rule to show how many stacks of Malevolent Strikes the other tank has during Halfus? We made some progress tonight but getting some help with our transitions would be helpful. Bigwigs and DBM dont seem to track it.

"Tanks need many stats, including No-blink crotch staring resistance" - Snake-Aes
- sapientialb
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Re: ThatJustHappened: Combat Event Announcement Mod
sapientialb wrote:Is it possible to write a rule to show how many stacks of Malevolent Strikes the other tank has during Halfus? We made some progress tonight but getting some help with our transitions would be helpful. Bigwigs and DBM dont seem to track it.
If what fuzzy was saying is right about stacks, then the rule
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/tjh rule SPELL_AURA_APPLIED;Halfus;;Malevolent Strikes;raid;raid;
I say "tracks" because there is no way for it to only send a message if you only have 3 stacks of X debuff/buff... I think that is what modus had added, and now I can't find that anywhere.
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Arees - Posts: 301
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Re: ThatJustHappened: Combat Event Announcement Mod
Awesome, I'll get it all setup and give it a try!
Appreciate it!
Sap
Appreciate it!
Sap

"Tanks need many stats, including No-blink crotch staring resistance" - Snake-Aes
- sapientialb
- Posts: 192
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Re: ThatJustHappened: Combat Event Announcement Mod
sapientialb wrote:Is it possible to write a rule to show how many stacks of Malevolent Strikes the other tank has during Halfus? We made some progress tonight but getting some help with our transitions would be helpful. Bigwigs and DBM dont seem to track it.
the best way to deal with Malevolent strikes is once the first switch happens at however many stacks you decided to switch at .. just taun back once your debuff is off generally the tank that is on halfus while your waiting on your debuff to fall off will be at that specific amount of stacks anyway. Then just have him taunt back once his debuff is done with. It Clears vent and really it makes your tanking life much easier.

- Devteck
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Re: ThatJustHappened: Combat Event Announcement Mod
ok for the life of me i cant get my rules to work here is what i have:
TJH: Rule 1: /TJH RULE SPELL_AURA_APPLIED;;Phaqueue;Divine Protection;;SAY;20% Shield wall is up!;
TJH: Rule 2: /TJH RULE SPELL_AURA_REMOVED;;Phaqueue;Divine Protection;;SAY;20% Shield wall is over!;
TJH: Rule 3: /TJH RULE SPELL_AURA_APPLIED;;Phaqueue;Guardian of Ancient Kings;;SAY;60% Shield wall is up!;
TJH: Rule 4: /TJH RULE SPELL_AURA_REMOVED;;Phaqueue;Guardian of Ancient Kings;self;SAY;60% Shield wall is over!;
TJH: Rule 5: /TJH RULE SPELL_AURA_APPLIED;;Phaqueue;Ardent Defender;;SAY;Ardent Defender is up!;
TJH: Rule 6: /TJH RULE SPELL_AURA_REMOVED;;Phaqueue;Ardent Defender;;SAY;Ardent Defender over!;
TJH: Rule 7: SPELL_CAST_SUCCESS;;Phaqueue;Lay on Hands;;SAY;Lay on Hands Used!;
if anyone could tell me if I did these wrong I would much appreciate it.
TJH: Rule 1: /TJH RULE SPELL_AURA_APPLIED;;Phaqueue;Divine Protection;;SAY;20% Shield wall is up!;
TJH: Rule 2: /TJH RULE SPELL_AURA_REMOVED;;Phaqueue;Divine Protection;;SAY;20% Shield wall is over!;
TJH: Rule 3: /TJH RULE SPELL_AURA_APPLIED;;Phaqueue;Guardian of Ancient Kings;;SAY;60% Shield wall is up!;
TJH: Rule 4: /TJH RULE SPELL_AURA_REMOVED;;Phaqueue;Guardian of Ancient Kings;self;SAY;60% Shield wall is over!;
TJH: Rule 5: /TJH RULE SPELL_AURA_APPLIED;;Phaqueue;Ardent Defender;;SAY;Ardent Defender is up!;
TJH: Rule 6: /TJH RULE SPELL_AURA_REMOVED;;Phaqueue;Ardent Defender;;SAY;Ardent Defender over!;
TJH: Rule 7: SPELL_CAST_SUCCESS;;Phaqueue;Lay on Hands;;SAY;Lay on Hands Used!;
if anyone could tell me if I did these wrong I would much appreciate it.
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Notorius101 - Posts: 35
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Re: ThatJustHappened: Combat Event Announcement Mod
Notorius101 wrote:ok for the life of me i cant get my rules to work here is what i have:
TJH: Rule 1: /TJH RULE SPELL_AURA_APPLIED;;Phaqueue;Divine Protection;;SAY;20% Shield wall is up!;
TJH: Rule 2: /TJH RULE SPELL_AURA_REMOVED;;Phaqueue;Divine Protection;;SAY;20% Shield wall is over!;
TJH: Rule 3: /TJH RULE SPELL_AURA_APPLIED;;Phaqueue;Guardian of Ancient Kings;;SAY;60% Shield wall is up!;
TJH: Rule 4: /TJH RULE SPELL_AURA_REMOVED;;Phaqueue;Guardian of Ancient Kings;self;SAY;60% Shield wall is over!;
TJH: Rule 5: /TJH RULE SPELL_AURA_APPLIED;;Phaqueue;Ardent Defender;;SAY;Ardent Defender is up!;
TJH: Rule 6: /TJH RULE SPELL_AURA_REMOVED;;Phaqueue;Ardent Defender;;SAY;Ardent Defender over!;
TJH: Rule 7: SPELL_CAST_SUCCESS;;Phaqueue;Lay on Hands;;SAY;Lay on Hands Used!;
if anyone could tell me if I did these wrong I would much appreciate it.
Try taking your name out and just use self as the unit to monitor... like
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/tjh rule SPELL_AURA_APPLIED;;;Divine Protection;self;say;20% Shield wall is up!
if that doesnt work, try using SPELL_CAST_SUCCESS and make 2 rules that look like
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/tjh rule SPELL_CAST_SUCCESS;;;Divine Protection;self;say;20% Shield wall is up!;
/tjh rule SPELL_CAST_SUCCESS;;;Divine Protection;self;say;20% Shield wall is over!;10
The 10 is the delay, so using DP triggers both events, but the 2nd one fires 10 seconds later when the duration of DP ends. I'm not 100% sure why the ones you posted didn't work though, but I suspect it has something to do with using SPELL_AURA_APPLIED because I have found that to be a little spotty in the past. Also, I personally don't like spamming when I use my cooldowns because I find that it annoys me when other people do. Therefore I don't do it either.
Here is the rule I use for LoH. It works in raid and party.
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/tjh rule SPELL_HEAL;;;Lay on Hands;raid;AUTO;*source cast Lay on Hands on *target.
**EDIT**
Interesting discussion going on here about GoAK not throwing a SEPLL_AURA_APPLIED event, and if that is correct then that is why that particular rule didn't work. The other rules could have very similar issues.
Here is a good way to test... Go somewhere in the middle of nowhere to make sure no one else is around. Type /combatlog. Cast each cd and wait for it to fade and then type /combatlog again. Look in your wow folder for a folder called logs. Go to it and open the combatlog text file. It will show you the raw combat log entries for all of them.
Last edited by Arees on Wed Jan 19, 2011 10:33 am, edited 1 time in total.
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Arees - Posts: 301
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Re: ThatJustHappened: Combat Event Announcement Mod
hey,
if you don't want to use TJH (for whatever reason) I found a addon which can do similar things. WeakAuras is a PowerAuras replacement and you can configure certain auras to be fired at combatlogevents, outputting a chat sequence and hide itself instantly! You have to use the custom trigger and select the combatlog event you want. You have no dynamic variables and no stack-tracing but hey... it works
Bye, RedAces.
if you don't want to use TJH (for whatever reason) I found a addon which can do similar things. WeakAuras is a PowerAuras replacement and you can configure certain auras to be fired at combatlogevents, outputting a chat sequence and hide itself instantly! You have to use the custom trigger and select the combatlog event you want. You have no dynamic variables and no stack-tracing but hey... it works

Bye, RedAces.
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RedAces - Posts: 374
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Re: ThatJustHappened: Combat Event Announcement Mod
Arees wrote:Here is a good way to test... Go somewhere in the middle of nowhere to make sure no one else is around. Type /combatlog. Cast each cd and wait for it to fade and then type /combatlog again. Look in your wow folder for a folder called logs. Go to it and open the combatlog text file. It will show you the raw combat log entries for all of them.
I went ahead and did this. Here are the appropriate combat log entries.
For GoAK there was only 1 event fired, and it was
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SPELL_CAST_SUCCESS,0x0400000001863EE3,"Arees",0x511,0x0000000000000000,nil,0x80000000,86150,"Guardian of Ancient Kings",0x2
For AD, there were 3 events fired
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SPELL_AURA_APPLIED,0x0400000001863EE3,"Arees",0x511,0x0400000001863EE3,"Arees",0x511,31850,"Ardent Defender",0x1,BUFF
SPELL_CAST_SUCCESS,0x0400000001863EE3,"Arees",0x511,0x0000000000000000,nil,0x80000000,31850,"Ardent Defender",0x1
SPELL_AURA_REMOVED,0x0400000001863EE3,"Arees",0x511,0x0400000001863EE3,"Arees",0x511,31850,"Ardent Defender",0x1,BUFF
For DP there were 3 events fired
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SPELL_AURA_APPLIED,0x0400000001863EE3,"Arees",0x511,0x0400000001863EE3,"Arees",0x511,498,"Divine Protection",0x2,BUFF
SPELL_CAST_SUCCESS,0x0400000001863EE3,"Arees",0x511,0x0000000000000000,nil,0x80000000,498,"Divine Protection",0x2
SPELL_AURA_REMOVED,0x0400000001863EE3,"Arees",0x511,0x0400000001863EE3,"Arees",0x511,498,"Divine Protection",0x2,BUFF
So using SPELL_AURA_APPLIED and SPELL_AURA_REMOVED should work with DP and AD but not GoAK.
**EDIT**
I just used and tested the following rules and they work.
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/tjh rule SPELL_AURA_APPLIED;;;Ardent Defender;self;SAY;Ardent Defender - 20% DR active
/tjh rule SPELL_AURA_REMOVED;;;Ardent Defender;self;SAY;20% DR faded.
/tjh rule SPELL_AURA_APPLIED;;;Divine Protection;self;SAY;Divine Protection - 20% DR active
/tjh rule SPELL_AURA_REMOVED;;;Divine Protection;self;SAY;20% DR faded.
/tjh rule SPELL_CAST_SUCCESS;;;Guardian of Ancient Kings;self;SAY;GoAK - 50% DR active.
/tjh rule SPELL_CAST_SUCCESS;;;Guardian of Ancient Kings;self;SAY;50% DR faded.;12
If you have 4 piece T11 then change the 12 to an 18 in that last rule.
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Arees - Posts: 301
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Re: ThatJustHappened: Combat Event Announcement Mod
is it possible to set this up in a way to replace the addon 'fatality'?
- Tor
- Posts: 1
- Joined: Thu Feb 03, 2011 11:15 am
Re: ThatJustHappened: Combat Event Announcement Mod
Tor wrote:is it possible to set this up in a way to replace the addon 'fatality'?
I don't think so. The mod parses combat log events line by line, and the log for something dying
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2/1 18:57:30.001 UNIT_DIED,0x0000000000000000,nil,0x80000000,0xF1304CD4000011E2,"Shadowfiend",0x1114
Doesn't have any of the additional information Fatality reports.
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fuzzygeek - Maintankadonor
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Re: ThatJustHappened: Combat Event Announcement Mod
First off, I apologize for my first post being a 'omg halp' post, but I've exhausted the search function as much as I could!
I am using the following rule to announce that I have interrupted a spell:
What I need help with is figuring how how to make it announce the specific spell that I am interrupting. Can anyone give me a hand?
I am using the following rule to announce that I have interrupted a spell:
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SPELL_INTERRUPT;Addiction;;;raid;RAID;Spell interrupted!;
What I need help with is figuring how how to make it announce the specific spell that I am interrupting. Can anyone give me a hand?
- Addi
- Posts: 3
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Re: ThatJustHappened: Combat Event Announcement Mod
Addi wrote:First off, I apologize for my first post being a 'omg halp' post, but I've exhausted the search function as much as I could!
I am using the following rule to announce that I have interrupted a spell:
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SPELL_INTERRUPT;Addiction;;;raid;RAID;Spell interrupted!;
What I need help with is figuring how how to make it announce the specific spell that I am interrupting. Can anyone give me a hand?
That is currently not possible with this addon. Though that is probably something that could be easily added. It would need another variable like *source or *target called *spellname maybe. I don't have the time or the inclination to do it however. I've got a lot of real life stuff going on and I've already canceled my subscription. It runs out in about a week

Actually... how easy (or hard) it would be to add this functionality depends on how an interrupt shows in the combat log. I'm sure that an event would be fired that you successfully cast your interrupt, but if there is no event fired from the interrupted mob saying he was interrupted than it wouldn't even be possible to do with this addon.
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Arees - Posts: 301
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Re: ThatJustHappened: Combat Event Announcement Mod
You can do it by changing it for all interupt events. //without much effort :p
Change in thatjusthappend.lua
with
You can also add spell school but it makes it already too spammy.
@Addi
You can just make the fallowing rule
SPELL_INTERRUPT;;;;;AUTO;;
Every successful interupt will be shown (and some lag interrupts also :/ ) but its usefull to know who in your raid is innterupting and poke these who dont do it.
Change in thatjusthappend.lua
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elseif string_find(arg2, "INTERRUPT") then
TJH_wait(TJH_timeDelay,TJH_Print,arg7.."'s "..arg13.." interrupted by "..arg4..".", TJH_Channel);
with
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elseif string_find(arg2, "SPELL_INTERRUPT") then
TJH_wait(TJH_timeDelay,TJH_Print,arg7.."'s "..arg13.." interrupted by "..arg4.." with ["..arg10.."] .", TJH_Channel); -- arg7:target of interupt, arg13:spell name(enemy) , arg4:source , arg10:innterupt spell name
You can also add spell school but it makes it already too spammy.
@Addi
You can just make the fallowing rule
SPELL_INTERRUPT;;;;;AUTO;;
Every successful interupt will be shown (and some lag interrupts also :/ ) but its usefull to know who in your raid is innterupting and poke these who dont do it.
- MopA
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Re: ThatJustHappened: Combat Event Announcement Mod
This is incredibly useful. I'll add this to the codebase and start a fork on Wowinterface.
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fuzzygeek - Maintankadonor
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fuzzygeek - Maintankadonor
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Re: ThatJustHappened: Combat Event Announcement Mod
Alright i've been trying forever to set up a tjh rule for the windwalk enchant proc, any help"?
- Nartana
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Re: ThatJustHappened: Combat Event Announcement Mod
Nartana wrote:Alright i've been trying forever to set up a tjh rule for the windwalk enchant proc, any help"?
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try /tjh rule SPELL_AURA_APPLIED;;;Windwalk;SELF;say;"windwalk is up"
Of course change say to raid or party or whatever you want and make the message whatever you want, but I think that should do it.
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Arees - Posts: 301
- Joined: Tue Dec 25, 2007 9:50 pm
Re: ThatJustHappened: Combat Event Announcement Mod
fuzzygeek wrote:http://www.wowinterface.com/downloads/fileinfo.php?id=19425
Any chance you can update this at curse.com as well?
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chinoquezada - Posts: 68
- Joined: Thu Jun 19, 2008 2:47 am
Re: ThatJustHappened: Combat Event Announcement Mod
Found a couple of small wording errors in the edit lua.
- interrupt instead of innterupt and interupt
- Changed the wording on the interrupt.
It now outputs "*Target's *TargetSpell interrupted by *Source's *SourceSpell."
It would, for example, output "Chromatic Prototype's [Blast Nova] interrupted by Tördek's [Silencing Shot]"
ORIGINAL
MODIFICATION
- interrupt instead of innterupt and interupt
- Changed the wording on the interrupt.
It now outputs "*Target's *TargetSpell interrupted by *Source's *SourceSpell."
It would, for example, output "Chromatic Prototype's [Blast Nova] interrupted by Tördek's [Silencing Shot]"
ORIGINAL
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elseif string_find(arg2, "INTERRUPT") then
-- Original
-- arg7:target of interupt, arg13:spell name(enemy) , arg4:source , arg10:innterupt spell name
-- MopA Mod: http://maintankadin.failsafedesign.com/forum/index.php?f=9&t=10819&rb_v=viewtopic&start=405#p645055
TJH_wait(TJH_timeDelay,TJH_Print,arg7.."'s "..arg13.." ["..arg10.."] by "..arg4..".", TJH_Channel)
MODIFICATION
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elseif string_find(arg2, "INTERRUPT") then
-- Original
-- arg7:target of interrupt, arg13:spell name(enemy) , arg4:source , arg10:interrupt spell name
-- MopA Mod: http://maintankadin.failsafedesign.com/forum/index.php?f=9&t=10819&rb_v=viewtopic&start=405#p645055
TJH_wait(TJH_timeDelay,TJH_Print,arg7.."'s ["..arg13.."] interrupted by "..arg4.."'s ["..arg10.."].", TJH_Channel);
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chinoquezada - Posts: 68
- Joined: Thu Jun 19, 2008 2:47 am
Re: ThatJustHappened: Combat Event Announcement Mod
I actually played with the syntax of the default interrupt announcement a lot, specifically for Blast Nova. What it outputs now is:
Chromatic Prototype's Blast Nova [Silencing Shot] by Tördek
This is significantly less spammy than your proposed:
Chromatic Prototype's [Blast Nova] interrupted by Tördek's [Silencing Shot]
I would also argue it's easier to parse.
When alternating among multiple interrupters the most important bit of information is who got the previous interrupt, so I've placed it at the end of the line for easy parsing, vs having to pull the name out of the middle. I did have syntax similar to what you've got (per ModA's original edit) and it was horrible in practice.
The misspellings are in a comment line and from the original code, so not a big deal. I will post a version on Curse.
Edit: actually I can't create an account on curse to post this (returns: Bad Request). I'll try again later.
-----
OT re: Nef25: for pillars we have each tank with TJH installed. Tanks are in Groups 1, 3, and 5. The 8 people on Pillar 1 are in G1 and G2, The 8 people on Pillar 2 are in G3, G2, and one person in G4. The 9 people on Pillar 3 are in G5 and G4 (I generally put boomkin, shadow priests, rets, and warlocks into this group as they have inherent damage reduction or self healing; if we run 7 heals for some reason this pillar gets 3. We've had a resto druid soloheal this pillar too (on accident)). Interrupters are in groups 1, 3, and 5. Healers found this setup significantly easier to work with on their Grids and whatnot.
The TJH rule is:
"SPELL_INTERRUPT;;;;party;SAY;;", --
This way you don't spam the interrupts that are happening on the other pillars, and people on each individual pillar can coordinate interrupt rotations without needing to broadcast on vent unless there's an emergency.
Chromatic Prototype's Blast Nova [Silencing Shot] by Tördek
This is significantly less spammy than your proposed:
Chromatic Prototype's [Blast Nova] interrupted by Tördek's [Silencing Shot]
I would also argue it's easier to parse.
When alternating among multiple interrupters the most important bit of information is who got the previous interrupt, so I've placed it at the end of the line for easy parsing, vs having to pull the name out of the middle. I did have syntax similar to what you've got (per ModA's original edit) and it was horrible in practice.
The misspellings are in a comment line and from the original code, so not a big deal. I will post a version on Curse.
Edit: actually I can't create an account on curse to post this (returns: Bad Request). I'll try again later.
-----
OT re: Nef25: for pillars we have each tank with TJH installed. Tanks are in Groups 1, 3, and 5. The 8 people on Pillar 1 are in G1 and G2, The 8 people on Pillar 2 are in G3, G2, and one person in G4. The 9 people on Pillar 3 are in G5 and G4 (I generally put boomkin, shadow priests, rets, and warlocks into this group as they have inherent damage reduction or self healing; if we run 7 heals for some reason this pillar gets 3. We've had a resto druid soloheal this pillar too (on accident)). Interrupters are in groups 1, 3, and 5. Healers found this setup significantly easier to work with on their Grids and whatnot.
The TJH rule is:
"SPELL_INTERRUPT;;;;party;SAY;;", --
This way you don't spam the interrupts that are happening on the other pillars, and people on each individual pillar can coordinate interrupt rotations without needing to broadcast on vent unless there's an emergency.
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fuzzygeek - Maintankadonor
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