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Archaeology Helper

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  • 36 Likes
  • World of Warcraft
  • 8,753 Monthly Downloads
  • Supports: 5.4.2
  • 997,205 Total Downloads
  • Updated 02/14/2014
  • Created 12/17/2010
  • 1,220 Favorites
  • Project Site
  • Comments
  • Release Type: Release
  • License: All Rights Reserved
  • Newest File: 1.3.0
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About Archaeology Helper

Archaeology Helper accelerates your surveying by providing triangulation on a Heads-Up Display (HUD)

  • Survey then press green, yellow or red button to add new sector to the HUD and narrow down the position of your fragment
  • HUD optionally includes GatherMate2 pins showing possible fragment positions, further accelerating the process
  • Shows Dig Sites on Battlefield Minimap
  • Keybindings and various settings

How to use

Go to dig site, Right Click last button (spade) to show HUD and Left Click to cast Survay. Then ROTATE YOUR CHAR, BUT DON'T MOVE in the needed direction and press colored button according to Survey result. Move to other location, do same again.
It is strongly recommended to use in conjunction with GatherMate2, which will show all previous or imported dig-points on the HUD. When using GatherMate2 jump onto fragment before gathering! GatherMate2 data accuracy depends on that. Minimap zoom buttons also zoom the HUD display.

Controls

Left Click main window to move it
Right Click main window: opens config

Left Click on colored button: adds new sector to the HUD
Right Click on colored button: temporarily hide/show that color

Arrow button: undo last sector

Left Click spade: cast Survey
Right Click spade: show/hide the HUD
Middle Click spade: open Archaeology window

Use "/arh" or "/arhcfg" for command line help

HUD

On the HUD you can also see player arrow in the center and very small red circle that represents survey success range. And ofc all colored transparent overlapping areas that were set by you with colored buttons.

How to help

------------------------------------------------------------------------
r67 | oscarucb | 2014-02-14 19:29:59 +0000 (Fri, 14 Feb 2014) | 1 line
Changed paths:
   A /tags/1.3.0 (from /trunk:66)

Tagging as 1.3.0
------------------------------------------------------------------------
r65 | oscarucb | 2014-02-12 12:00:15 +0000 (Wed, 12 Feb 2014) | 2 lines
Changed paths:
   M /trunk/arh.lua

improve digsite autotoggle

------------------------------------------------------------------------
r64 | oscarucb | 2014-02-11 15:03:01 +0000 (Tue, 11 Feb 2014) | 2 lines
Changed paths:
   M /trunk/arh.lua

add option to auto-toggle the window with the new digsite progress bar

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Comments

First Previous Page 1 of 20 Next Last
  • #315

    Hiya  oscarucb, this addon is very appealing to me however the little bar and HUD do not display. Is there something I'm missing here or is it possibly a conflict with bartender4 or moveanything? Do you need to survey first to make the display active? Sorry for the seemingly dumb questions.

  • #316

    There are a variety of ways to show and hide the windows, which can be configured under /arh config.

    By default it will show/hide when you enter/exit an active digsite.

  • #311

    any way you can incorporate or dock this to the digsite progress bar

  • #312

    Not sure what you mean. The Arh window can be placed anywhere on your screen, including beside Blizzard's new digsite progress bar.

    Starting in addon v1.3 the display can be auto-toggled when you enter or leave a digsite.

    Last edited by oscarucb on 3/19/2014 2:40:29 PM
  • #308

    For some reason now, when using /arh h - the nodes show up on the hud but disappear from the minimap. when toggling the hud again, the  nodes disappear from the hud but reappear on the minimap.

    This is holding for all areas/continents.

    (GatherMate2 is set to Always Show nodes.)

    Am I missing something? 

  • #309

    This is a limitation in GatherMate2, which provides the pin display. It only supports displaying the pins on one frame at a time, which is either the minimap or the Arh HUD. When you toggle the Arh HUD off (eg when you're done digging) they will re-appear on the minimap.

  • #305

    I see there are a few comments like mine, but the GM2 nodes aren't showing up in Pandaria, importing does nothing. It's as if GM2_data doesn't actually have arch node data.

     It displays nodes on ARH's hud when I find an artifact (since it writes the location to GM), but GM2 isn't displaying a list of nodes. Is this their issue?

    Any fix?

    Last edited by Zaydene on 8/15/2013 4:17:52 PM
  • #306

    Until recently, the prepopulated GatherMate2_Data for Pandaria Arch was very incomplete (so yes, it's their issue).

    The new 17.6 release of GatherMate2_Data that was posted today adds arch node data for the digsites in Pandaria.

    Last edited by oscarucb on 8/18/2013 4:50:44 AM
  • #307

    I totally forgot to edit/delete my comment with my new findings. 

     

    Yeah, some nodes were preloaded, most were not. Was going to say that my initial post was incorrect, and this was a GM2 issue.

     

    Thanks for the prompt response!

  • #302

    This is a great addon which is certainly making a huge impact on speed levelling my Arch. 

    One possible idea for improvement (note I dont know the technical limitations that may be involved here): When you cast Arch a second time and add a new sector to the HUD it would be great if it only showed up with the overlapping area rather than all the added sectors.

    In case thats not quite explained well: I cast Survey and add a red sector. I fly to a random point in the red area and cast survey again resulting in another red sector being added. Now instead of seeing a dark red area where the two sectors overlapped surrounded by the lighter red of the non-overlapping areas, I would only see the dark red section and rest is automatically eliminated. 

    Would be a fantastic option if it was workable. 

  • #303

    This is an often-requested feature, and I agree it would be very nice.

    Unfortunately the game provides basically zero support for addons to programmatically draw arbitrary polygons, which makes it effectively impossible to implement.

  • #304

    Ahh thats a pity but no worries. It works well as it is =)

  • #298

    Just so you know, when i run Archeo helper none of my gathermate nodes are showing up.  Any idea how to fix this?

  • #299

    This is a limitation in GatherMate2, which provides the pin display. It only supports displaying the pins on one frame at a time, which is either the minimap or the Arh HUD. When you toggle the Arh HUD off (eg when you're done digging) they will re-appear on the minimap.

  • #297

    Thank you for fixing GM's problem so the pins show again! I'd forgotten how handy they are.

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