Your current build is incompatible to the current build of epeen. If i have both addons activated
antagonist is writing the memory full (100 mb addon memory) Error message was something with stack. I can support you with detail error message if you are interested. I dont know which addon make the mistake. the old antagonist (version r29936) is working fine with the current epeen build.
Thanks in advance
I downloaded epeen today to check this out and after disabling Antagonist I still recieved errors. However the error changed to a savedvariables error. Epeen created some 6k lines of nesting tables in it's SV file. So I decided it was something on Epeen's side that was screwing up.
In Antagonist-Options.lua on line 15 you define a local variable 'ops', and then proceed to use 'opts' throughout your code. I believe this makes 'opts' a global variable. I changed 'ops' to 'opts' and epeen loaded without any problems.
I'm getting the following error on load or reload...
[2007/04/03 20:24:02-210-x1]: Antagonist-30009\libs\AceLibrary\AceLibrary.lua:543: Tourist-2.0: Bad argument #2 to `IsHostile' (string expected, got boolean)
Tourist-2.0-28494 (FuBar_GuildFu):3012: in main chunk
i noticed that for enemies with very long names the text width of a bar is not sufficient to display the name of the spell they cast.
(to give an example of what i mean : target one of the onyxia elite guards in the stormwind champions hall and see their "enrage" ability get truncated on the bar.)
How do I disable the targets name and just have the spell be shown? Or at least limit the targets name to like 5-6 chars maybe?
I was using NECB up until recently but I really have become an ace2 fan. So I've decided to replace NECB with Antagonist and Chronometer. It's working out all right but one thing I miss is how NECB was tracking cooldowns.
For example - I battle a paladin and he uses Divine Shield. When I meet the paladin again within a few minutes and I target him NECB shows how long until he can use DS again. It seems I can't get that same feature from Antagonist.
Or can I?
You can track cooldowns of your enemies. To see Divine Shield, adjust the 'Cooldown Limit' setting to at least 301 (5 min +1 sec). However Ant wont track the cooldown if you kill the guy and then show a bar for it 2 minutes later when you fight him again.
Is it possible to see a feature like this in a future release? :)
what i'd like to see is the duration of all CC methods coming from my group. IE : when NECB if i was in a 40yd range i could get a bar for Sap , and for banish and Sheep.
My buff and cooldown anchors aren't showing up at all. Any idea if I'm doing something wrong?
Also, I'm getting a Waterfall error 2645 when I go to the buff and cooldown areas of the gui menu. I think this is unrelated, because I had the anchor tags not showing up on a previous version, then I updated to this newest version.
cooldowns aren't working very well at all, no CS, no spell like, no intercept... all sorts of stuff not working.
Some things like CounterSpell are extremely hard to detect. Why? CounterSpell will just produce a "Mob's spell has been interrupted". You see, there is no information about who or when CS has been used if used by another player! If there was a combatlog message like this "Mob's spell has been interrupted by Player's Counterspell" then a cooldown timer would be an easy thing.
ShildBash is possible, but would need to catch another type of combatlog event that will use up alot more processing time, just for a handful of cooldowns that will be detectable than.
All the work and CPU time is not worth it.
I am satisfied to see that I am not the only one who has problems to integrate these wishes, although NECB uses a very complete core system that uses a combination of different methods (Combatlog and Unit(De)Buff system + more API commands) to achive a maximum of accuracy. With patch 2.1.0 even more is possible and all ways the new API has to offer will be used by my little jewel with the next patch.
Hi !
Yesterday I installed Antagonist to watch enemy's buff (tired of Necb) but I have a little problem with the color of bars :
As you can see, the bar is white during almost the entire buff duration and become colored just in the end.
I tried the 3 different color choices (group, class, school) and it's always the same. I didn't see others options to change color :|
What do I have to do to make the bar always appearing in color ?
I'm french and play with french client !
Thanks :p
Hi Sole,
would it be possible to add an emote-tracking ability - like a "spellalert using bars"? (For example the explosion-warning emote of the old bat riders in Zul'Gurub or "Mob attempts to run away in fear" etc.)
I still use SpellAlert for this functionality, everything else i liked about this addon can easily (and better, imho) be handled by antagonist, but i would love to get rid off one more addon. Besides, i like the nifty look of antagonist in comparison to SpellAlert. ;o)
Hi Sole,
would it be possible to add an emote-tracking ability - like a "spellalert using bars"? (For example the explosion-warning emote of the old bat riders in Zul'Gurub or "Mob attempts to run away in fear" etc.)
I still use SpellAlert for this functionality, everything else i liked about this addon can easily (and better, imho) be handled by antagonist, but i would love to get rid off one more addon. Besides, i like the nifty look of antagonist in comparison to SpellAlert. ;o)
For emote tracking I use Witchhunt and have WH use my SCT Message frame to output warnings. Works very nicely and does not totally spam my screen like Spell Alert can.
I'll try that, thanks for the tip.
Nonetheless - I still would love see to such a feature in antagonist. ;)
[edit]
I have tested it for a week now and it works quite nicely. Not exactly what I was hoping for, but way better than other things I tried out. Thanks again.
I have been using Antogonist for a few days now, and I am digging it. The one thing I noticed is that it has a large memory footprint according to performanceFu. Like 6.19 MiB.
I am okay on memory, but I am wondering if this is normal?
I have been using Antogonist for a few days now, and I am digging it. The one thing I noticed is that it has a large memory footprint according to performanceFu. Like 6.19 MiB.
I am okay on memory, but I am wondering if this is normal?
*Sigh* Again this question...
Anyway, the large memory footprint is due to the fact that you're probably using embedded libraries. This means that in that figure you see the Ace2 libraries are also included. Probably Antagonist is your first Ace addon (they get loaded in alphabetical order), so all of the libraries's memory usage is attributed to it.
Thanks for that. Just a stupid typo on my part.
[2007/04/03 20:24:02-210-x1]: Antagonist-30009\libs\AceLibrary\AceLibrary.lua:543: Tourist-2.0: Bad argument #2 to `IsHostile' (string expected, got boolean)
Tourist-2.0-28494 (FuBar_GuildFu):3012: in main chunk
How do I disable the targets name and just have the spell be shown? Or at least limit the targets name to like 5-6 chars maybe?
edit: and its not because of my cd limit.
Is it possible to see a feature like this in a future release? :)
im a druid - and i often MT'ed
what i'd like to see is the duration of all CC methods coming from my group. IE : when NECB if i was in a 40yd range i could get a bar for Sap , and for banish and Sheep.
is this what ant was suposed to /could do?
Also, I'm getting a Waterfall error 2645 when I go to the buff and cooldown areas of the gui menu. I think this is unrelated, because I had the anchor tags not showing up on a previous version, then I updated to this newest version.
Some things like CounterSpell are extremely hard to detect. Why? CounterSpell will just produce a "Mob's spell has been interrupted". You see, there is no information about who or when CS has been used if used by another player! If there was a combatlog message like this "Mob's spell has been interrupted by Player's Counterspell" then a cooldown timer would be an easy thing.
ShildBash is possible, but would need to catch another type of combatlog event that will use up alot more processing time, just for a handful of cooldowns that will be detectable than.
All the work and CPU time is not worth it.
I am satisfied to see that I am not the only one who has problems to integrate these wishes, although NECB uses a very complete core system that uses a combination of different methods (Combatlog and Unit(De)Buff system + more API commands) to achive a maximum of accuracy. With patch 2.1.0 even more is possible and all ways the new API has to offer will be used by my little jewel with the next patch.
Yesterday I installed Antagonist to watch enemy's buff (tired of Necb) but I have a little problem with the color of bars :
As you can see, the bar is white during almost the entire buff duration and become colored just in the end.
I tried the 3 different color choices (group, class, school) and it's always the same. I didn't see others options to change color :|
What do I have to do to make the bar always appearing in color ?
I'm french and play with french client !
Thanks :p
would it be possible to add an emote-tracking ability - like a "spellalert using bars"? (For example the explosion-warning emote of the old bat riders in Zul'Gurub or "Mob attempts to run away in fear" etc.)
I still use SpellAlert for this functionality, everything else i liked about this addon can easily (and better, imho) be handled by antagonist, but i would love to get rid off one more addon. Besides, i like the nifty look of antagonist in comparison to SpellAlert. ;o)
For emote tracking I use Witchhunt and have WH use my SCT Message frame to output warnings. Works very nicely and does not totally spam my screen like Spell Alert can.
Nonetheless - I still would love see to such a feature in antagonist. ;)
[edit]
I have tested it for a week now and it works quite nicely. Not exactly what I was hoping for, but way better than other things I tried out. Thanks again.
I am okay on memory, but I am wondering if this is normal?
Thanks,
Toddler
*Sigh* Again this question...
Anyway, the large memory footprint is due to the fact that you're probably using embedded libraries. This means that in that figure you see the Ace2 libraries are also included. Probably Antagonist is your first Ace addon (they get loaded in alphabetical order), so all of the libraries's memory usage is attributed to it.
Ooooh, how do you do that? That would be really useful for me too.