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04/18/08, 12:01 AM
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#126 (permalink)
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Glass Joe
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I couldn't find anything when looking through threads and the files themselves but...
With runits is there anything that I can add to make it obvious if I am flagged or not? Like an icon or color text?
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04/18/08, 5:11 AM
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#127 (permalink)
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Don Flamenco
Dwarf Warrior
Eredar (EU)
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Originally Posted by BoomBeef
Zork I forgot to ask you the question last post but I suppose any users of rbars can tell me. Does the Gorefiend event take over actionbar 1 on rbars even for Warriors & Rogues that use paged bars? I'm guessing it does since it is essentially Blizz's bar.
My dilemma is that on Bartender 3 I have to use paging for my warrior due to stances and so on the Gorefiend event, the Ghost mode bar shows up on my pet bar. I don't have keybinds on the B3 pet bar and have to then end up mouse clicking and while I can deal with it, I just would rather not.
I like my keybinds, and would love the Ghost mode bar to go on Actionbar 1 since Blizz patched for it.
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No it works fine on Gorefiend. It replaces the mainbar, like the chess event or when controlling the mini-tank-pet or sth. like that.
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04/18/08, 9:27 PM
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#128 (permalink)
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Nachos > You
Draenei Warrior
Kael'thas
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Thank you Zork. That does make things easier for me.
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04/19/08, 3:12 AM
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#129 (permalink)
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Von Kaiser
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Originally Posted by ren0
I couldn't find anything when looking through threads and the files themselves but...
With runits is there anything that I can add to make it obvious if I am flagged or not? Like an icon or color text?
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This is what I was trying to do with my earlier post on page 5 regarding the pvp icon but its not been answered as of yet and I haven't found the answer myself.
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04/19/08, 1:27 PM
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#130 (permalink)
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Von Kaiser
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Originally Posted by Velveeta
This is what I was trying to do with my earlier post on page 5 regarding the pvp icon but its not been answered as of yet and I haven't found the answer myself.
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I don't use rUnits anymore, and I have not tested this, but I believe this should work. This is similar to how I accomplished adding a combat icon to my rUnits, previously.
Let's take what you have from your previous post:
local pvp = self:CreateTexture(nil, "OVERLAY")
pvp:SetHeight(16)
pvp:SetWidth(16)
pvp:SetPoint("RIGHT", self, "LEFT")
pvp:SetTexture"Interface\\PVPFrame\\PVP-Currency-Horde"
self.PvP = pvp
Along with this, we must add the event that checks whether or not you are flagged. Checking WoWWiki, it seems that the function we want to use is UNIT_FACTION. We need to add this event to the core.lua.
Open up core.lua and scroll to 'local subTypes' (should be around line 83). We need to add the line: Once we do this, we need to add the event. Scroll down to 'local events', which should be right below the subTypes one. We will add this line here:
UNIT_FACTION = "UpdatePvP",
After that, scroll towards the bottom around line 367 and find the 'function rUnits:RegisterObject(object, subType)'. Here we will add:
elseif(subType == "PvP") then
object:RegisterEvent"UNIT_FACTION"
After we have completed all of this, we need to create a new file. Let us call it pvp.lua. Open up this blank file and we will create this function:
function rUnits:UpdatePvP(event)
if(UnitIsPVP("player")) then
self.PvP:Show()
else
self.PvP:Hide()
end
end
Make sure everything is saved and try it out. As I said, I can't guarantee this will work as I haven't tested it myself.
Also, I am not sure that is the correct texture for the actual PvP status icon (unless you chose that texture out of preference); the correct one, I believe is this: "SetTexture("Interface\\TargetingFrame\\UI-PVP-FFA");"
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04/20/08, 12:28 PM
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#132 (permalink)
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Von Kaiser
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Originally Posted by Zypher04
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So how does your layout differ from rUnits general layout? The only difference I notice is the texture change and possibly the font change.
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04/20/08, 2:33 PM
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#133 (permalink)
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Glass Joe
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Not meant to be clearly Different, Just to work with oUF.
The Only Real Differences are...
ToT and Focus names are Truncated to six characters.
Debuffs and Buffs on your target grow from the right to the left.
Bars are class colored instead of just a single color.
Raid and Party frames fade alpha to 0.3 when not in range.
The raid is sorted
505 raid:SetManyAttributes(
506 "point", "TOP",
507 "sortDir", "ASC",
508 "xOffset", 4,
509 "yOffset", -4.1,
510 "groupingOrder", "1,2,3,4,5,6,7,8",
511 "groupBy", "GROUP",
512 "unitsPerColumn", 5,
513 "columnAnchorPoint", "LEFT",
514 "columnSpacing", 4.9,
515 "maxColumns", 8
516 )
Also adding this to your target code will allow you to filter only your debuffs.
Pastey.net - ace paste bin
I just figured I would post as an alternative to branching oUF into a seperate addon.
Last edited by Zypher04 : 04/20/08 at 2:46 PM.
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04/21/08, 5:41 AM
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#134 (permalink)
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Don Flamenco
Dwarf Warrior
Eredar (EU)
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Originally Posted by Zypher04
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Thanks Zypher. oUF is a UnitFrame-framework from Haste that gets updated quite a lot. You can apply so-called "layouts" to it to make it look differently.
rUnits is based on a (now) rather old version of pUF (pUF from p3lim was originally a layout for oUF too) that was heavily modified by me.
The problem with the debuff filter for warriors is:
If someone else applied Demoralising Shout, Sunder Armor or Thunder Clap you will not see if the debuff is applied or not.
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04/21/08, 6:53 AM
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#135 (permalink)
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Glass Joe
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Are you sure?
All raid tonite I set debuff.filter = true to my target frames and I would see OmniCC put a timer on top of my casted SW:P, VT, and VE. The Other shadow priests dots always were there as well but seeing as I didn't cast them OmniCC didn't place cooldown times on them.
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04/21/08, 10:14 AM
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#136 (permalink)
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Don Flamenco
Dwarf Warrior
Eredar (EU)
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If thats the case the debuff filter works properly  .
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04/22/08, 1:09 AM
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#137 (permalink)
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Von Kaiser
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I have a question. What is the advantage to these UI bars? Why not just use pitbull which seemingly presents more information and is easier to set up.
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04/22/08, 3:44 AM
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#138 (permalink)
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Glass Joe
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It would seem to me that Pitbull would take quite a lot more time to setup than rUnits or even oUF and an oUF layout.
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04/22/08, 5:02 AM
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#139 (permalink)
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Don Flamenco
Dwarf Warrior
Eredar (EU)
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Originally Posted by Pagarth
I have a question. What is the advantage to these UI bars? Why not just use pitbull which seemingly presents more information and is easier to set up.
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- Less memory usage
- Less cpu usage
- You learn sth. about how creating your own addons
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04/25/08, 2:26 PM
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#140 (permalink)
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Von Kaiser
Blood Elf Paladin
Lightning's Blade
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Hello all,
I've been working with the layout section of rUnits to configure my frames. I want to modify the raid frame to look more like grid (frame breaks off for each party) instead of having one long list. Has anyone got any hints on how to do this? I am suspecting that I'll have to make 5 new frames, one for each raid group. Is there any other way to do this?
Thanks in advance.
EDIT: I found this layout on WoWI, I'll try to figure out how he did it.
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04/26/08, 12:50 AM
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#141 (permalink)
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Glass Joe
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oUF:RegisterStyle("Raid", setmetatable({
["initial-width"] = 38,
["initial-height"] = 32,
}, {__call = func})) -- func would be your main layout function
oUF:SetActiveStyle("Raid")
local raid = {}
for i = 1, 8 do
local rGroup = oUF:Spawn("header", "oUF_Raid" .. i)
rGroup:SetAttribute("groupFilter", tostring(i))
rGroup:SetAttribute("showRaid", true)
rGroup:SetAttribute("yOffset", -8)
table.insert(raid, rGroup)
if i == 1 then
rGroup:SetPoint("TOPLEFT", UIParent, "TOPLEFT", 16, -40)
else
rGroup:SetPoint("TOPLEFT", raid[i-1], "TOPRIGHT", 8, 0)
end
rGroup:Show()
end
Would be a how its done in oUF, rUnits idk if it supports SetActiveStyle atm.
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04/26/08, 1:35 AM
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#142 (permalink)
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Von Kaiser
Blood Elf Paladin
Lightning's Blade
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Originally Posted by Zypher04
Would be a how its done in oUF, rUnits idk if it supports SetActiveStyle atm.
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Very nice, thanks!
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04/27/08, 9:13 PM
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#143 (permalink)
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Glass Joe
Blood Elf Paladin
Shadow Council
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My rBars aren't hiding the background art for the aura/stance/shapeshift bar. I've been messing with different parts of the code but whatever I do either breaks the mod completely or does nothing at all. Anyone else have this problem and care to point me to the correct part of the code to fix it. Thanks.
Screenshot link: http://img90.imageshack.us/img90/513...8181133lw7.jpg
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04/28/08, 5:13 AM
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#144 (permalink)
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Don Flamenco
Dwarf Warrior
Eredar (EU)
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Originally Posted by Nikolette
My rBars aren't hiding the background art for the aura/stance/shapeshift bar. I've been messing with different parts of the code but whatever I do either breaks the mod completely or does nothing at all. Anyone else have this problem and care to point me to the correct part of the code to fix it. Thanks.
Screenshot link: http://img90.imageshack.us/img90/513...8181133lw7.jpg
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The trick is to overwrite the background texture with a transparent one. So you don't have to mess with the code.
The file-names you need to overwrite can be found in the BonusActionBarFrame.xml
http://wdnaddons.com/2418124/FrameXM...onBarFrame.xml
2 files:
- Interface\ShapeshiftBar\ShapeshiftBarMiddle
- Interface\ShapeshiftBar\ShapeshiftBar
Get yourself a transparent BLP. Create the folder. Put the transparent BLP-files in there and name them:
ShapeshiftBarMiddle.blp and ShapeshiftBar.blp. Restart World of Warcraft an check the result.
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04/29/08, 1:05 AM
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#145 (permalink)
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Glass Joe
Blood Elf Paladin
Shadow Council
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2 files:
- Interface\ShapeshiftBar\ShapeshiftBarMiddle
- Interface\ShapeshiftBar\ShapeshiftBar
Get yourself a transparent BLP. Create the folder. Put the transparent BLP-files in there and name them:
ShapeshiftBarMiddle.blp and ShapeshiftBar.blp. Restart World of Warcraft an check the result.
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Worked like a charm, Thanks.
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04/29/08, 8:35 AM
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#146 (permalink)
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Glass Joe
Human Paladin
Baelgun (EU)
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since i am new to the oUF Framework i would like to know if it is possible to build up group frames sidewards instead of up/downwards.
I can use yOffset to make it go up or downwards but xOffset isn't working.
Any ideas?
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05/01/08, 12:35 AM
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#147 (permalink)
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Von Kaiser
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Originally Posted by Arthurion
since i am new to the oUF Framework i would like to know if it is possible to build up group frames sidewards instead of up/downwards.
I can use yOffset to make it go up or downwards but xOffset isn't working.
Any ideas?
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in rUnits layout.lua change it to:
-- new party
point = "RIGHT",
sortDir = "DESC",
yOffset = 10,
Haven't been able to put in an x Offset so theyre spaced quite yet, though.
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05/01/08, 4:49 AM
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#148 (permalink)
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Glass Joe
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Originally Posted by zork
Hmm...sounds like some sort of onUpdate or Event is missing that will show the PetBarFrame.
Maybe some of this functions is missing:
http://wdnaddons.com/2418124/FrameXM...onBarFrame.lua
Try to add:
PetActionBar_OnEvent = function()
if ( event == "PET_BAR_UPDATE" or (event == "UNIT_PET" and arg1 == "player") )
then
PetActionBar_Update();
if ( PetHasActionBar() and UnitIsVisib | | |