Using the latest build (13586), I keep getting the following error on my shaman:
[2006/10/11 21:22:31-465]: modules\PlayerNames.lua:160: bad argument #3 to `format' (string expected, got nil)
<in C code>: in function `format'
modules\PlayerNames.lua:160: in function `addName'
modules\PlayerNames.lua:108: in function `obj_method'
AceEvent-2.0\AceEvent-2.0.lua:312: in function `TriggerEvent'
AceEvent-2.0\AceEvent-2.0.lua:894: in function <...AddOns\Antagonist\libs\AceEvent-2.0\AceEvent-2.0.lua:886>
If I disable Antagonist, load the game, then enable (via myaddons) and reloadUI, the errors go away.
Using the latest build (13586), I keep getting the following error on my shaman:
[2006/10/11 21:22:31-465]: modules\PlayerNames.lua:160: bad argument #3 to `format' (string expected, got nil)
<in C code>: in function `format'
modules\PlayerNames.lua:160: in function `addName'
modules\PlayerNames.lua:108: in function `obj_method'
AceEvent-2.0\AceEvent-2.0.lua:312: in function `TriggerEvent'
AceEvent-2.0\AceEvent-2.0.lua:894: in function <...AddOns\Antagonist\libs\AceEvent-2.0\AceEvent-2.0.lua:886>
If I disable Antagonist, load the game, then enable (via myaddons) and reloadUI, the errors go away.
Any ideas?
Its not the fault of Antagonist. The only reason you see Antagonist mentioned is because your WoW is using the AceEvent library from the Antagonist folder. Probably because its one of the first Ace2 addons loaded (they're loaded alphabetically). What the real problem is that modules\PlayerNames addon isnt playing nice with newer versions of AceEvent, thats my guess. And enabling it via myaddons probably doesnt load the AceEvent from Antagonist because another instance of AceEvent is loaded from another addon.
However I could not see the COOLDOWN, is it broken, still to be added or what's up?
There arent that many cooldowns in the DB. Ill add more if I find any spells that I think should be in it. Currently only critical cooldowns (imo) are shown.
Interface\Addons\Antagonist\Antagonist.lua: 129: attempt to call method 'SetCandyBarHeight' (a nil value)
If you're using standalone CandyBar, update it. Actually update all your instances of CandyBar for that matter. The SetCandyBarHeight and SetCandyBarWidth methods were added only a few days ago so most users probably dont have the version with these new methods.
i was getting bars for every mob being targetted by anyoen in my party today, no matter the range i was from them. it was set to target-only so i dont know what was wrong.
i was getting bars for every mob being targetted by anyoen in my party today, no matter the range i was from them. it was set to target-only so i dont know what was wrong.
Well there is a targetonly option for all three bar groups, buffs, cooldowns and casts. So maybe you missed out setting targetonly in casts (I predict casts because that section has the most mob spells).
Target Only was checked for all three, i just verified it :P and yes i think it was Casts that was showing up, we were farming the Ogres in deadwind by that new karazhan area, and they cast shadow spells.
i'm wondering now if it's possible the bars were showing up because i had the dead mobs targetted (looting) while mobs with the same name were being pulled/attacked? and those living mobs were casting? maybe something with the naming is goofy?
i'm wondering now if it's possible the bars were showing up because i had the dead mobs targetted (looting) while mobs with the same name were being pulled/attacked? and those living mobs were casting? maybe something with the naming is goofy?
That is most probably it.
Im afraid there is actually no way for me to fix this. As mobs with the same name will always mess stuff up, its the same with Chronometer. For the targetonly check Antagonist checks if the name of the casting unit is the same as the name of the target. As you have a mob's corpse with the same name as the casting unit targetted then the mob's cast will appear.
However I could not see the COOLDOWN, is it broken, still to be added or what's up?
There arent that many cooldowns in the DB. Ill add more if I find any spells that I think should be in it. Currently only critical cooldowns (imo) are shown.
Hmmm, doesn't that kind of defeat the purpose of the mod as an ace2 replacement to NECB?
Sure, no boss warning redundancy and no own debuffs makes sense, but when dueling a paladin I didn't see a single cooldown, I'd say divine shield, divine protection, blessing of protection, blessing of freedom (flag capping) are all critical.
Im afraid there is actually no way for me to fix this. As mobs with the same name will always mess stuff up, its the same with Chronometer. For the targetonly check Antagonist checks if the name of the casting unit is the same as the name of the target. As you have a mob's corpse with the same name as the casting unit targetted then the mob's cast will appear.
Why not just check if the target is alive before starting the timers?
Sure, no boss warning redundancy and no own debuffs makes sense, but when dueling a paladin I didn't see a single cooldown, I'd say divine shield, divine protection, blessing of protection, blessing of freedom (flag capping) are all critical.
Divine shield, divine protection and blessing of protection are 5 minute cooldowns. Thats a bit long isnt it?
I agree on blessing of freedom, Ill add it now.
Why not just check if the target is alive before starting the timers?
Bleh of course >_<. There still remains the problem of not being able to differentiate mobs with the same name if theyre both alive.
Bleh of course >_<. There still remains the problem of not being able to differentiate mobs with the same name if theyre both alive.
Thought the talk was about corpses ;-) ... For the living, you could add the mob level to the timer names - would help sometimes at least to differentiate mobs.
Yes! More cooldowns, had a look at the file and not many spells are actually in there, I can probably think of a whole list of ones worth adding if you want :)
How bout just adding a whole library of cooldowns (like NECB) and then letting the "max time" setting decide which ones you want to see and which ones are too long?
One option I'd like to see changed:
-Right now you can only set all bars under one anchor to either go normal or inverse (filling or emptying).
It makes sense to have casts filling (just like a normal cast bar) and buffs/cooldowns emptying bars (inverse), however if you're like me and like to have all bars (casts, cooldowns, buffs) under 1 anchor, you can't set a different rule per bar type :(
Add an option to set inverse per bar type instead of what anchor they're placed in? Makes a lot more sense.
thanks for the feedback. i'm glad my observations helped narrow down how it was happening :P
the check for if target is alive, and maybe using mob level to differentiate between targets is cool, but i'd still use this mod even if they dont get implemented :P
worked GREAT on onyxia last night too!
i do have one question (or request!) now. is it possible to have bars show up only if the mob i'm targetting is targetting/casting on ME? and also, is it possible to add another piece of information to the bars...say i'm targetting a mob but it's casting on another player - i'd like to see who it's casting on (sort of like the Target of Target). i know these 2 things are totally separate, it's just that i'd like to use the first one in most situations and the 2nd one in a few limited situations.
i do have one question (or request!) now. is it possible to have bars show up only if the mob i'm targetting is targetting/casting on ME?
Interesting idea. The code is already in place for this, Id just have to add a check.
and also, is it possible to add another piece of information to the bars...say i'm targetting a mob but it's casting on another player - i'd like to see who it's casting on (sort of like the Target of Target).
This is already in. Its only for cast bars though. Check the pattern for casts. You can use the tag $t to represent Target of Target. Oh crap just realised I forgot to add it to the default pattern, no wonder you werent seeing it :).
-Right now you can only set all bars under one anchor to either go normal or inverse (filling or emptying).
It makes sense to have casts filling (just like a normal cast bar) and buffs/cooldowns emptying bars (inverse), however if you're like me and like to have all bars (casts, cooldowns, buffs) under 1 anchor, you can't set a different rule per bar type
Actually it used to be like this but I decided to make the reverse option control all bars. Figure it would be less overwhelming and more simple to use. Ill probably change it to work as before, a setting for each group.
What about that annoying Hammer of Justice and maybe repentance? 1 min cooldown both and can be pretty decisive.
Done.
I can probably think of a whole list of ones worth adding if you want
Whatever you think should be added, please tell me and Ill probably do it.
For the differing opinions on whether or not to display a cooldown because it's cooldown time may be a bit long. (5 minute Pally cooldowns). How about we go about making it functional in another way.
Such as displaying all cooldowns (regardless of how long they are), but include some way to clear bars. Maybe a hot key to clear all Antagonist bars being displayed. Or maybe the ability to clear an individual bar at the user's choice by alt, ctrl or shift + clicking it.
Hm, about the removable of individual bars, I wonder if you can keep them "ClickThrough" unless you're holding a key, like ctrl/alt/shift. I recall the HostileBar titles (Buffs, Durations, Cooldowns) being clickable and it got in the way of clicking world objects and right clicking to move the camera.
Ha, I don't have a definite answer. Just brainstorming.
Ive incorporated the vast majority of those cooldowns into the trunk now.
For the differing opinions on whether or not to display a cooldown because it's cooldown time may be a bit long. (5 minute Pally cooldowns). How about we go about making it functional in another way.
Well theres already a slider which actually controls the longest cooldown that will be displayed. Default: 60 seconds.
I recall the HostileBar titles (Buffs, Durations, Cooldowns) being clickable and it got in the way of clicking world objects and right clicking to move the camera.
Ive actually made the Antagonist titles click through a while ago, just so you know :).
Such as displaying all cooldowns (regardless of how long they are), but include some way to clear bars. Maybe a hot key to clear all Antagonist bars being displayed. Or maybe the ability to clear an individual bar at the user's choice by alt, ctrl or shift + clicking it.
Im planning OnClick functionality now.
Im thinking something like this:
shift+leftclick - remove single bar
ctrl+leftclick - stop the whole anchor
shift+rightclick - ban the spell
That brings me onto spell banning. Is this something that people would want? Because it would be moderately tricky to implement (the actuall code would be easy, just the out of combat configuration of it would be annoying).
That brings me onto spell banning. Is this something that people would want? Because it would be moderately tricky to implement (the actuall code would be easy, just the out of combat configuration of it would be annoying).
Not sure how useful spell banning really is. In any case, I'd be afraid to accidentally misclick (shift+rightclick instead of shift+leftclick) and getting a spell perma banned and having to go through all the settings to get it back.
Don't make it that easy to ban something at least (or an option to disable the shift+rightclick shortcut).
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[2006/10/11 21:22:31-465]: modules\PlayerNames.lua:160: bad argument #3 to `format' (string expected, got nil)
<in C code>: in function `format'
modules\PlayerNames.lua:160: in function `addName'
modules\PlayerNames.lua:108: in function `obj_method'
AceEvent-2.0\AceEvent-2.0.lua:312: in function `TriggerEvent'
AceEvent-2.0\AceEvent-2.0.lua:894: in function <...AddOns\Antagonist\libs\AceEvent-2.0\AceEvent-2.0.lua:886>
If I disable Antagonist, load the game, then enable (via myaddons) and reloadUI, the errors go away.
Any ideas?
Its not the fault of Antagonist. The only reason you see Antagonist mentioned is because your WoW is using the AceEvent library from the Antagonist folder. Probably because its one of the first Ace2 addons loaded (they're loaded alphabetically). What the real problem is that modules\PlayerNames addon isnt playing nice with newer versions of AceEvent, thats my guess. And enabling it via myaddons probably doesnt load the AceEvent from Antagonist because another instance of AceEvent is loaded from another addon.
There arent that many cooldowns in the DB. Ill add more if I find any spells that I think should be in it. Currently only critical cooldowns (imo) are shown.
If you're using standalone CandyBar, update it. Actually update all your instances of CandyBar for that matter. The SetCandyBarHeight and SetCandyBarWidth methods were added only a few days ago so most users probably dont have the version with these new methods.
Well there is a targetonly option for all three bar groups, buffs, cooldowns and casts. So maybe you missed out setting targetonly in casts (I predict casts because that section has the most mob spells).
i'm wondering now if it's possible the bars were showing up because i had the dead mobs targetted (looting) while mobs with the same name were being pulled/attacked? and those living mobs were casting? maybe something with the naming is goofy?
thanks for your help :)
That is most probably it.
Im afraid there is actually no way for me to fix this. As mobs with the same name will always mess stuff up, its the same with Chronometer. For the targetonly check Antagonist checks if the name of the casting unit is the same as the name of the target. As you have a mob's corpse with the same name as the casting unit targetted then the mob's cast will appear.
Hmmm, doesn't that kind of defeat the purpose of the mod as an ace2 replacement to NECB?
Sure, no boss warning redundancy and no own debuffs makes sense, but when dueling a paladin I didn't see a single cooldown, I'd say divine shield, divine protection, blessing of protection, blessing of freedom (flag capping) are all critical.
Why not just check if the target is alive before starting the timers?
Divine shield, divine protection and blessing of protection are 5 minute cooldowns. Thats a bit long isnt it?
I agree on blessing of freedom, Ill add it now.
Bleh of course >_<. There still remains the problem of not being able to differentiate mobs with the same name if theyre both alive.
Thought the talk was about corpses ;-) ... For the living, you could add the mob level to the timer names - would help sometimes at least to differentiate mobs.
Well some duels go ages, but you are correct I suppose ;)
What about that annoying Hammer of Justice and maybe repentance? 1 min cooldown both and can be pretty decisive.
Thanks!
One option I'd like to see changed:
-Right now you can only set all bars under one anchor to either go normal or inverse (filling or emptying).
It makes sense to have casts filling (just like a normal cast bar) and buffs/cooldowns emptying bars (inverse), however if you're like me and like to have all bars (casts, cooldowns, buffs) under 1 anchor, you can't set a different rule per bar type :(
Add an option to set inverse per bar type instead of what anchor they're placed in? Makes a lot more sense.
the check for if target is alive, and maybe using mob level to differentiate between targets is cool, but i'd still use this mod even if they dont get implemented :P
worked GREAT on onyxia last night too!
i do have one question (or request!) now. is it possible to have bars show up only if the mob i'm targetting is targetting/casting on ME? and also, is it possible to add another piece of information to the bars...say i'm targetting a mob but it's casting on another player - i'd like to see who it's casting on (sort of like the Target of Target). i know these 2 things are totally separate, it's just that i'd like to use the first one in most situations and the 2nd one in a few limited situations.
thanks again =)
Interesting idea. The code is already in place for this, Id just have to add a check.
This is already in. Its only for cast bars though. Check the pattern for casts. You can use the tag $t to represent Target of Target. Oh crap just realised I forgot to add it to the default pattern, no wonder you werent seeing it :).
Actually it used to be like this but I decided to make the reverse option control all bars. Figure it would be less overwhelming and more simple to use. Ill probably change it to work as before, a setting for each group.
Done.
Whatever you think should be added, please tell me and Ill probably do it.
You can find it at http://svn.wowace.com/wowace/branches/Antagonist/Skyboat/Antagonist
Such as displaying all cooldowns (regardless of how long they are), but include some way to clear bars. Maybe a hot key to clear all Antagonist bars being displayed. Or maybe the ability to clear an individual bar at the user's choice by alt, ctrl or shift + clicking it.
Hm, about the removable of individual bars, I wonder if you can keep them "ClickThrough" unless you're holding a key, like ctrl/alt/shift. I recall the HostileBar titles (Buffs, Durations, Cooldowns) being clickable and it got in the way of clicking world objects and right clicking to move the camera.
Ha, I don't have a definite answer. Just brainstorming.
Ive incorporated the vast majority of those cooldowns into the trunk now.
Well theres already a slider which actually controls the longest cooldown that will be displayed. Default: 60 seconds.
Ive actually made the Antagonist titles click through a while ago, just so you know :).
Im planning OnClick functionality now.
Im thinking something like this:
shift+leftclick - remove single bar
ctrl+leftclick - stop the whole anchor
shift+rightclick - ban the spell
That brings me onto spell banning. Is this something that people would want? Because it would be moderately tricky to implement (the actuall code would be easy, just the out of combat configuration of it would be annoying).
Not sure how useful spell banning really is. In any case, I'd be afraid to accidentally misclick (shift+rightclick instead of shift+leftclick) and getting a spell perma banned and having to go through all the settings to get it back.
Don't make it that easy to ban something at least (or an option to disable the shift+rightclick shortcut).