With some jiggery pokery of Bongos and OmniCC, I've managed to get the action buttons to display the time left on debuffs as a cooldown rather than just indicating that they are active.
I was wondering if you were interested in adding this as a feature? It's very useful to me as a lock, and I could see it being useful to some other classes if it were added for buffs as well.
My current implementation is a bit of a hack. It applies to all debuffs (no friendly buffs), and there is no option to switch it off (I found it a bit annoying when it shows for Sunder Armor on my warrior, but its useful for demo. shout).
I can provide my copy of the source if you're interested.
I have to agree. The GUI shouldn't have some of the limitations that it has now. The 1% step it's ok, but the max/min values should be changed.
The GUI is capped because:
* I don't want people setting bars to 0% then complaining they do not know how to bring them back
* If I increased the range of the slider, then I'd have to make the slider longer. The game uses both the length of the slider, and the amount of distinct values to determine what happens when you drag a slider. If you have a slider with a lot of distinct values over a small area, then it'll skip some values when moving.
Quote from Starslayer »
With some jiggery pokery of Bongos and OmniCC, I've managed to get the action buttons to display the time left on debuffs as a cooldown rather than just indicating that they are active.
I was wondering if you were interested in adding this as a feature? It's very useful to me as a lock, and I could see it being useful to some other classes if it were added for buffs as well.
My current implementation is a bit of a hack. It applies to all debuffs (no friendly buffs), and there is no option to switch it off (I found it a bit annoying when it shows for Sunder Armor on my warrior, but its useful for demo. shout).
I can provide my copy of the source if you're interested.
Screenshot attached to show what I mean.
First: Have you tested this in a raid environment?
Second: Have you tested this with OmniCC enabled (one could set noCooldownCount = true to bypass it).
The GUI is capped because:
* I don't want people setting bars to 0% then complaining they do not know how to bring them back
* If I increased the range of the slider, then I'd have to make the slider longer. The game uses both the length of the slider, and the amount of distinct values to determine what happens when you drag a slider. If you have a slider with a lot of distinct values over a small area, then it'll skip some values when moving.
1 - You don't need to set 0% min value. For example: you could set min to 1% and max to 300%
2 - You can mouse-wheel when you want to be precise. I always use it.
1 - You don't need to set 0% min value. For example: you could set min to 1% and max to 300%
2 - You can mouse-wheel when you want to be precise. I always use it.
Not every mouse has a wheel. Text input field beside the slider would be the right option in my opinion.
Keep getting errors like this and rly got no idea what might be causing it:
Bongos blocked from using <unnamed>:Show()
Count: 1
Call Stack:
[C]: in function `Show'
Interface\FrameXML\UIParent.lua:2067: in function `UIFrameFade'
Interface\FrameXML\UIParent.lua:2087: in function `UIFrameFadeIn'
Interface\AddOns\Bongos\bar.lua:51: in function <Interface\AddOns\Bongos\bar.lua:44>
I read the Wiki page and created bars that only show when in combat. I was wondering if it would be possible to have a one button bar that only shows when a specific spell is on cooldown?
The button facade plugin seems to work well enough (fan of the volii metal skin). The main issue I've seen is that the buttons themselves are not actually resized, which if they were, would make it easy for me to have properly sized bars :P
Quote from Kuosi »
Keep getting errors like this and rly got no idea what might be causing it:
Bongos blocked from using <unnamed>:Show()
Count: 1
Call Stack:
[C]: in function `Show'
Interface\FrameXML\UIParent.lua:2067: in function `UIFrameFade'
Interface\FrameXML\UIParent.lua:2087: in function `UIFrameFadeIn'
Interface\AddOns\Bongos\bar.lua:51: in function <Interface\AddOns\Bongos\bar.lua:44>
Known issue. Basically the UIFrame functions try to show bars, but I do not call them in a secure way.
Quote from Rainrider »
Not every mouse has a wheel. Text input field beside the slider would be the right option in my opinion.
So we're back to slash commands :P
I read the Wiki page and created bars that only show when in combat. I was wondering if it would be possible to have a one button bar that only shows when a specific spell is on cooldown?
The button facade plugin seems to work well enough (fan of the volii metal skin).
I use this skin too, but it doesn't seem to look as nice to me as the cyCircled one. The main differences that I noticed were the keybindings are much further inside the button now (instead of up on the corner), which is not a huge deal, but the biggest problem I noticed is that I cannot see the outlines anymore with "Highlight Buffs" selected.
First: Have you tested this in a raid environment?
Second: Have you tested this with OmniCC enabled (one could set noCooldownCount = true to bypass it).
Yes and yes. Without OmniCC enabled it just shows the default radial cooldown on the button. I might spend some time cleaning up the code a little bit and just send it to you. Then you can take it or leave it as you see fit.
Don't know if this is an SCT or a Bongos3 error as both are present in the call stack. Because Bongos is first in the stack I post it here. Any ideas???
Okay... more work on the ButtonFacade module. Get the latest Revisions of ButtonFacade (72687) and Bongos3_ButtonFacade (72678). Try it, tell me if anything else is wrong. Thanks for the reports.
I mentioned this in a previous post, but I am having trouble with ButtonFacade and the "Highlight Buffs" option. Namely that the highlight borders don't show up anymore. It's become a deal-breaker for me, and I've had to go back to cyCircled for Bongos. :(
Is this a known issue with Bongos3_ButtonFacade? Or maybe the particular skin I'm using (I use the VolMetal skin)... do people with other skins have the borders?
Is this a known issue with Bongos3_ButtonFacade? Or maybe the particular skin I'm using (I use the VolMetal skin)... do people with other skins have the borders?
Never mind... I answered my own question. :( It's the VolMetal skin. Apathy and Caith look ok, although they seem to have issues with the border colors until you go into the color wheels for buff/debuff and reapply the color. For example, the buff color (which I have at the default green color) was showing up as blue until I went into the color wheel and just clicked "ok" without changing anything.
Hey, I used Bongos2 before Bongos3 came out, and just wanted to say it is a great uprade from Bongos2. I had a little question though, I would like to keep my action bars the way they are, but when i go into combat i'd like them to switch pages and go into "Combat mode" displaying all my shots and stuff. Is there anyway to do this?
thank you very much fpr Bongos3 i am isung it for a while now and it is great.
There is only two features that i am missing:
1) Can we please have an option to hide the action baar tooltips in combat?
2) Bar placement with x and y coordinates would be great. In my opinion it is sometimes very hard to do very precise placements with the mouse.
I'd personally use the slash commands.
Bah, you mean I should read the manual? :P
Didn't think you'd put limitations on the GUI thats not there in the command parameters.
I have to agree. The GUI shouldn't have some of the limitations that it has now. The 1% step it's ok, but the max/min values should be changed.
Ah meh. Tuller 1 : 0 us
I was wondering if you were interested in adding this as a feature? It's very useful to me as a lock, and I could see it being useful to some other classes if it were added for buffs as well.
My current implementation is a bit of a hack. It applies to all debuffs (no friendly buffs), and there is no option to switch it off (I found it a bit annoying when it shows for Sunder Armor on my warrior, but its useful for demo. shout).
I can provide my copy of the source if you're interested.
Screenshot attached to show what I mean.
The GUI is capped because:
* I don't want people setting bars to 0% then complaining they do not know how to bring them back
* If I increased the range of the slider, then I'd have to make the slider longer. The game uses both the length of the slider, and the amount of distinct values to determine what happens when you drag a slider. If you have a slider with a lot of distinct values over a small area, then it'll skip some values when moving.
First: Have you tested this in a raid environment?
Second: Have you tested this with OmniCC enabled (one could set noCooldownCount = true to bypass it).
1 - You don't need to set 0% min value. For example: you could set min to 1% and max to 300%
2 - You can mouse-wheel when you want to be precise. I always use it.
Not every mouse has a wheel. Text input field beside the slider would be the right option in my opinion.
I have to agree.
Bongos blocked from using <unnamed>:Show()
Count: 1
Call Stack:
[C]: in function `Show'
Interface\FrameXML\UIParent.lua:2067: in function `UIFrameFade'
Interface\FrameXML\UIParent.lua:2087: in function `UIFrameFadeIn'
Interface\AddOns\Bongos\bar.lua:51: in function <Interface\AddOns\Bongos\bar.lua:44>
Known issue. Basically the UIFrame functions try to show bars, but I do not call them in a secure way.
So we're back to slash commands :P
Nope. Cooldowns are not valid macro conditions.
I use this skin too, but it doesn't seem to look as nice to me as the cyCircled one. The main differences that I noticed were the keybindings are much further inside the button now (instead of up on the corner), which is not a huge deal, but the biggest problem I noticed is that I cannot see the outlines anymore with "Highlight Buffs" selected.
Yes and yes. Without OmniCC enabled it just shows the default radial cooldown on the button. I might spend some time cleaning up the code a little bit and just send it to you. Then you can take it or leave it as you see fit.
Date: 2008-05-13 01:07:16
ID: 51
Error occured in: Global
Count: 1
Message: ..\FrameXML\Constants.lua line 164:
bad argument #2 to 'band' (number expected, got nil)
Debug:
(tail call): ?
[C]: band()
..\FrameXML\Constants.lua:164:
..\FrameXML\Constants.lua:159
sct\sct_events.lua:184:
sct\sct_events.lua:180
(tail call): ?
sct\sct.lua:401: ?()
...edia-3.0\CallbackHandler-1.0\CallbackHandler-1.0.lua:146:
...edia-3.0\CallbackHandler-1.0\CallbackHandler-1.0.lua:146
[string "safecall Dispatcher[13]"]:4:
[string "safecall Dispatcher[13]"]:4
[C]: ?
[string "safecall Dispatcher[13]"]:13: ?()
...edia-3.0\CallbackHandler-1.0\CallbackHandler-1.0.lua:91: Fire()
...ace\AddOns\Bongos\libs\AceEvent-3.0\AceEvent-3.0.lua:70:
...ace\AddOns\Bongos\libs\AceEvent-3.0\AceEvent-3.0.lua:69
I mentioned this in a previous post, but I am having trouble with ButtonFacade and the "Highlight Buffs" option. Namely that the highlight borders don't show up anymore. It's become a deal-breaker for me, and I've had to go back to cyCircled for Bongos. :(
Is this a known issue with Bongos3_ButtonFacade? Or maybe the particular skin I'm using (I use the VolMetal skin)... do people with other skins have the borders?
Never mind... I answered my own question. :( It's the VolMetal skin. Apathy and Caith look ok, although they seem to have issues with the border colors until you go into the color wheels for buff/debuff and reapply the color. For example, the buff color (which I have at the default green color) was showing up as blue until I went into the color wheel and just clicked "ok" without changing anything.
thank you very much fpr Bongos3 i am isung it for a while now and it is great.
There is only two features that i am missing:
1) Can we please have an option to hide the action baar tooltips in combat?
2) Bar placement with x and y coordinates would be great. In my opinion it is sometimes very hard to do very precise placements with the mouse.
Keep Up the great work!
Kind regards
X-buZZ
I just realized that the hide-tooltips-in-combat option is in already.
Nevertheless, a positioning of the bars using coordinates would be great.
Best regards
X-buZZ