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06/27/08, 3:50 PM
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#126 (permalink)
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Von Kaiser
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Originally Posted by Chrix
Sorry about the noob question but does anyone know of a frame mod compatible with this that's very similar to the normal blizzard raid frames? i've grown accustomed to them, dislike certain aspects of grid and xperl and am looking for some frames very similar to blizzard ones
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Try sRaid from Ace?
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06/29/08, 1:51 PM
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#127 (permalink)
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Glass Joe
Dwarf Priest
Silvermoon (EU)
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I made the changes to the .lua file as suggested, but seems Visual Heal is still not updating correctly.
I was grabbing a few screenshots for another purpose in a pug the other day, and noticed that one of them showed the issue with VH too.
Here it is, if you should want a look: http://i204.photobucket.com/albums/b...visualheal.jpg
You'll notice that my current target has about half health according to Grid (54 % on Xperl) but the "main" bar of Visual Heal shows him with more than that - so much more that it claims my Gheal rank 7 (heals for about 5.8k) would top him off. In the given incident, it wouldn't have been a problem, but often it displays current target with close to full hp, when it's really not.
Sorry if this is going offtopic btw :s
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07/02/08, 4:04 AM
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#128 (permalink)
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Glass Joe
Draenei Paladin
Sylvanas (EU)
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Hey, just wondering if this addon is confirmed for ag_unitframes, or is it only for grid so far? I play with horrible latency, so the difference is hard to pick up if it is working (i'm pretty sure it is). anyone else out there with ag_unitframes and a civilized ping can confirm? 
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07/02/08, 5:32 AM
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#129 (permalink)
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Glass Joe
Human Priest
Gorgonnash (EU)
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Playing with ag_uf and a low ping I can confirm that Instant Health works good with this addon.
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07/03/08, 2:28 PM
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#130 (permalink)
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Glass Joe
Blood Elf Paladin
Norgannon
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Great addon. I dont see how blizzard has not implemented alot of things like this. For example, they already keep track of damage and healing in battlegrounds, wouldnt it be amazingly helpful if they came out with their own version of WWS.
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07/05/08, 8:58 AM
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#131 (permalink)
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Bald Bull
Night Elf Rogue
Wrathbringer (EU)
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I wonder, does InstantHealth affect the death log of, say, Recount, i.e. making it more accurate as well?
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07/05/08, 5:01 PM
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#132 (permalink)
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Von Kaiser
Troll Priest
Gul'dan (EU)
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I don't think so.
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07/25/08, 3:56 PM
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#133 (permalink)
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Glass Joe
Night Elf Druid
Proudmoore
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Target of Target
Great mod, I installed it and it works like a charm. But I was having a lot of trouble healing without without a target of target display. On some bosses, I depend on that to see who is going to need a quick heal (like on the first boss in MH). It's too bad the tainting problem can't be solved. For me, the modified FocusFrame wasn't a answer because I already use FocusFrame for watching the focus.
So I took a look around, and found something that works for me:
WoWInterface Downloads : Unit Mods : Sinz Target of Target
It's a very simple target of target display and usable in its current form; just shows the name of the unit and its current health. (I added the 2 lines to make it a Clique available frame and moved and shrank the display; I'll probably make the frame draggable, and send the changes to the author to see if he wants them).
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08/25/08, 3:07 PM
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#135 (permalink)
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Von Kaiser
Tauren Druid
Magtheridon (EU)
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Originally Posted by Meloeth
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do you realize the beta has an interface option to make health updates faster without instanthealth ?
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It's not a tank's job to keep everyone alive, it's the tank's job to keep the competent people alive. if that's the entire party, it's a good day
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08/25/08, 3:52 PM
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#136 (permalink)
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Glass Joe
Night Elf Druid
The Maelstrom (EU)
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Originally Posted by Evolve
do you realize the beta has an interface option to make health updates faster without instanthealth ?
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The health seems to be updating just as on live by default. I have not seen such a option and I can't find any such option when looking for it either... where is it?
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08/26/08, 7:18 AM
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#137 (permalink)
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Von Kaiser
Tauren Druid
Magtheridon (EU)
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Originally Posted by Meloeth
The health seems to be updating just as on live by default. I have not seen such a option and I can't find any such option when looking for it either... where is it?
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I have no idea if its in the actual interface options, but here is the relevant code taken from frameXML. It seems the cVar is called "predictedHealth"

function UnitFrameHealthBar_Initialize (unit, statusbar, statustext, frequentUpdates)
if ( not statusbar ) then
return;
end
statusbar.unit = unit;
SetTextStatusBarText(statusbar, statustext);
if ( GetCVarBool("predictedHealth") and frequentUpdates ) then
statusbar:SetScript("OnUpdate", UnitFrameHealthBar_OnUpdate);
else
statusbar:RegisterEvent("UNIT_HEALTH");
end
statusbar:RegisterEvent("UNIT_MAXHEALTH");
statusbar:SetScript("OnEvent", UnitFrameHealthBar_OnEvent);
-- Setup newbie tooltip
if ( statusbar and (statusbar:GetParent() == PlayerFrame) ) then
statusbar.tooltipTitle = HEALTH;
statusbar.tooltipText = NEWBIE_TOOLTIP_HEALTHBAR;
else
statusbar.tooltipTitle = nil;
statusbar.tooltipText = nil;
end
end
function UnitFrameHealthBar_OnEvent(self, event, ...)
if ( event == "CVAR_UPDATE" ) then
TextStatusBar_OnEvent(self, event, ...);
else
UnitFrameHealthBar_Update(self, ...);
end
end
function UnitFrameHealthBar_OnUpdate(self)
if ( not self.disconnected ) then
local currValue = UnitHealth(self.unit);
if ( currValue ~= self.currValue ) then
self:SetValue(currValue);
self.currValue = currValue;
TextStatusBar_UpdateTextString(self);
end
end
end
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It's not a tank's job to keep everyone alive, it's the tank's job to keep the competent people alive. if that's the entire party, it's a good day
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08/26/08, 12:00 PM
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#138 (permalink)
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Glass Joe
Night Elf Druid
The Maelstrom (EU)
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Thanks a million Evolve for pointing it out. I assumed a UNIT_HEALTH event would be fired every time the units health updated just as on live so I have just checked how often this event fires which seems to be same as on live. But that code strongly indicates the UnitHealth(unit) function will update it's value more frequently then the event is fired!
I did some testing and the cVar "predictedHealth" is set to true by default. However when testing how my health updates I get the result that the health updates 2-3 times per second on my character with 23 mobs attacking me, both when the cVar is set to true and when it's set to false (with Instant Health loaded the health updated roughly 18 times per second). So it appears it does nothing right now, but it strongly indicates blizzard is planning to implement something similar to my addon right into the client. Would be awesome!
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08/27/08, 2:56 PM
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#139 (permalink)
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Von Kaiser
Tauren Druid
Magtheridon (EU)
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Originally Posted by Meloeth
Thanks a million Evolve for pointing it out. I assumed a UNIT_HEALTH event would be fired every time the units health updated just as on live so I have just checked how often this event fires which seems to be same as on live. But that code strongly indicates the UnitHealth(unit) function will update it's value more frequently then the event is fired!
I did some testing and the cVar "predictedHealth" is set to true by default. However when testing how my health updates I get the result that the health updates 2-3 times per second on my character with 23 mobs attacking me, both when the cVar is set to true and when it's set to false (with Instant Health loaded the health updated roughly 18 times per second). So it appears it does nothing right now, but it strongly indicates blizzard is planning to implement something similar to my addon right into the client. Would be awesome!
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Yea, it'll make instanthealth & quickhealth obsolete  I'm going to do some of my own testing tonight on the wotlk servers after I'm done raiding and get back to you.
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It's not a tank's job to keep everyone alive, it's the tank's job to keep the competent people alive. if that's the entire party, it's a good day
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08/30/08, 7:58 AM
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#140 (permalink)
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Glass Joe
Night Elf Druid
The Maelstrom (EU)
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As of build 8885 setting the CVar predictedHealth to 1 does make a difference. Health updates went up from the 2-3 per sec up to 3-5 per sec, occasionally but rarely updating more (up to 8 updates in one second). I did some testing of the timing as well taking fall damage and swiftmending myself. With the CVar set to zero the delay between the client and Instant Health was generally between 0.2 and 0.5 seconds on both the fall damage and the swiftmend heal. With the CVar set to 1 InstantHealth still updated the health first by reacting to the combat log event while the client updated the health in the very first OnUpdate after (was never more then 0.015 seconds behind).
Some more testing needs to be done in raids where the tank is taking a lot of big hits and heals. Hopefully the the client will give updates faster then 3-5 times per second if the hits and heals are just big enough.
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09/08/08, 4:58 PM
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#141 (permalink)
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Glass Joe
Undead Priest
Thunderhorn (EU)
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I read it works with XPerl - yet it only lists "1. Blizzard" when using /instanthealth list.
When testing Blizzard vs Xperl I noticed Blizzard's updates faster when instanthealth is enabled so it looks as Xperl isn't supported.
What am I missing/doing wrong?
My Addon-list
Edit: Uploaded addon-list in case it is needed.
Edited again: I am using v. 1.1
Last edited by JonnyBPriest : 09/09/08 at 8:27 AM.
Reason: Uploaded Addonlist
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09/10/08, 3:11 AM
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#142 (permalink)
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Glass Joe
Night Elf Druid
The Maelstrom (EU)
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One issue you might get from this version is that addons that have not registered for faster health updates and which saves a local variable of UnitHealth(unit) won't receive faster health updates. In this case you might be better off using version 1.0.6 of the addon.
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The problem is that X-Perl does save a local variable of UnitHealth(unit). Try the older version 1.0.6, it should give you faster health updates.
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09/10/08, 6:53 AM
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#143 (permalink)
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Glass Joe
Undead Priest
Thunderhorn (EU)
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Originally Posted by Meloeth
The problem is that X-Perl does save a local variable of UnitHealth(unit). Try the older version 1.0.6, it should give you faster health updates.
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Thank you for replying, I will test this out after work today and update this post with the results.
Update:
I used it on last night's BT run. The addon was loaded but the /instanthealth command didnt work.
I figured 1.0.6 didnt have any /-commands.
Im not sure if I noticed any difference - I might have - but without beeing able to test by enabling/disabling etc it was hard to spot a difference (I ended up with more overhealing compared to previous run - but there was a different healing setup so that is probably the reason)
My questions is: IS there a / command in the 1.0.6?
Last edited by JonnyBPriest : 09/11/08 at 8:04 AM.
Reason: Update
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09/11/08, 5:38 PM
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#144 (permalink)
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Glass Joe
Night Elf Druid
The Maelstrom (EU)
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Nope, no slash command in 1.0.6, it's enabled for all addons by default.
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10/12/08, 4:52 PM
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#145 (permalink)
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Don Flamenco
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Do we know yet if predictedHealth made it into the 3.0.2 build that's coming? Does it make InstantHealth obsolete?
Last edited by tsigo : 10/12/08 at 5:31 PM.
Reason: Nice grammar.
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10/15/08, 7:17 AM
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#146 (permalink)
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Glass Joe
Night Elf Druid
The Maelstrom (EU)
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I can't say for sure until the Europe servers comes online, but I believe predictedHealth made it into the 3.0.2 patch, it's in the interface data files and it was in the beta early. As for making InstantHealth obsolete? Probably yes, but I need to do some testing in a raid environment on live with low latency before saying anything for sure though. The latency on the beta and ptr was just to high to say for sure if there was any major difference in update speed between InstantHealth and blizzards built in method.
One thing to note is that to make use of predictedHealths increased update speed a addon needs to check UnitHealth(unit) in a OnUpdate method rather then looking for UNIT_HEALTH events since those events doesn't fire as early or often as the UnitHealth(unit) method updates it's return value. So unit frames won't have the faster update rate by default in 3.0.2. If you have unit frame that hasn't changed how it updates health you can still use InstantHealth to receive faster updates on those frames.
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10/17/08, 8:00 PM
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#147 (permalink)
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Glass Joe
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A few nights ago was my first raid in a long time without instant health, and it was horrible ;p
I'm using the updated version of healbot, but I'm guessing they didn't implement the predictedhealth thing you were talking about.
If I enable instanthealth as an out of date addon will it still work? I tried testing it like that on just random mobs outside of shatt and it didn't seem to be making a noticeable difference. It also seemed that even when disabled, I was getting pretty quick health updates, which just confused me and contradicts my experience in the raid (when I would say lay a holy light on someone and then see a long delay before their health updated on my healbot, and even longer for my beacon target's health to update).
I'm a bit surprised that instant health hasn't reached massive popularity, as it was basically a requirement to heal very well in the last few months. Thanks for making this mod!
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10/18/08, 10:41 AM
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#148 (permalink)
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Glass Joe
Night Elf Druid
The Maelstrom (EU)
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I haven't had much time for wow since they patch hit so I haven't been able to do any testing how the predictedHealth CVAR affects the health updates of say a tank on Brutallus where damage and healing numbers are big. But I have done some testing in The Stockades with a lot of mobs hitting me for small numbers. Below numbers are the health updates on me with roughly 20-25 mobs. I had around 35 ms and 100 fps at the time and checked the update rate in a OnUpdate function for both InstantHealth and predictedHealth.
Without InstantHealth and predictedHealth set to zero: 2-3 times per second, around 2.5 on avarage
Without InstantHealth and predictedHealth set to one: 3-6 times per second, around 4 on avarage
Instant Health turned on with or without predictedHealth: 4-20 times per second, around 9 on avarage
InstantHealth clearly gives more updates per second when taking small hits and heals, whether predictedHealth increases the updates per second when the target takes significant amounts of damage and healing still needs testing.
I have also done some testing on the timing, and when just taking one hit both InstantHealth and predictedHealth shows the update right away, while if having both turned off there is a noticeable delay.
My conclusion is that Instant Health still is faster then the built in predictedHealth, but Instant Health can occasionally show a incorrect value in between 2 UNIT_HEALTH events.
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10/18/08, 4:25 PM
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#149 (permalink)
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Glass Joe
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Nice thanks for testing it! =)
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