Please post locizations for :
Usage: /kgpanels <command>
"config" enter the config screen.
"enable" enable the mod.
"disable" disable the mod.
"layout" "layout name" to change layouts.
" not found."
"Bulle d'aide de Blizzard"
"Fen?tre de dialogue de Blizzard"
Utilisation : /kgpanels <commande>
"Configuration" Ouvrir la fen?tre de configuration.
"Activer" Active cet addon.
"D?sactiver" D?sactive cet addon.
"Mod?le" "Nom du mod?le" pour changer de mod?le.
Hope it could help you, never try your addon so it's a "blind" translation ^^, will try to install it and post here (or put it on svn) if some tweaks are needed :)
The addon is looking really neat. Liking it a lot so far. One thing, I can't seem to get it to pickup my custom art. Basically what im doing is adding to the Art library, with '\Interface\AddOns\SharedMedia\statusbar\Armory.tga' (i use the statusbar textures and tiling to get some decent background textures for panels) but i get no preview once its added and ofc cant see it in action.
Is SharedMedia enabled? Textures need to be present in the game at startup (so if it's not enabled, you'll have to exit the game and restart). Or it may be the format of your path. Try it without the first \ or try with two \\ instead, see if that helps.
Wow, thx for this nice addon. I like it!!! certainly a few minutes faster to create a panel to your liking. The in game FAQ helped a lot. The eePanels import feature works well not 100% but the things that are wrong can be fixed pretty fast.
Im not sure how much coding this will be. But can the anchor/parent dropdown list the 10 most used Ace mods for easy anchoring? Omen, Pittbull etc ? Or when you hover a panel with your mouse it will input the panel for you?
if UnitExists("pet") then
I'm not exactly sure how to translate this script for kgpanels. This script basically resizes the panels if i have a pet. I have a very similar one if i have a target.
hrmm could you export the layout and i can imprt it and take a look at whats going on. I will tell you this though. Scripts arent NOT imported, so if some of your scripts adjusted sizes, that may be the reason why it got wonky
Yeah, i'm fine with that. I can rebuild, I have the technology.
However, i'm missing the knowhow on writing scripts. and i have several going. all of which adjust size. I can build the panels again, but what i'm really interested in doing is using a border texture instead of the brute force 3 panel method I was using before to make my border, and secondly, i need some help rewriting my scripts to work with kgpanels.
the boders are created by 3 panels. omen, sws and grid all resize automatically. SWS resizes if i resize. Omen resizes as it grows [grow upwards btw] and grid resizes based on the GridLayoutFrame. The player frame has borders which resize if i have a pet. the pet and the pet target are directly below the player frame. if you see the target/target of target/and target of target of target frame cluster, that panel resizes based on whether or not i have atarget. Without a target, the panels just are the size of the target frame. obviously they disappear if i have no target.
do you know of a resource that i could use which would give me some pretty detailed instructions on how to create a border texture that looks like what i'm already doing, and which would prevent me from having so many useless panels? and secondly, would anyone be able to help me adapt my current scripts to my new panel setup.
Thanks for the new panel setup kagaro.
I think the greatest thing is that it doesn't appear that it will screw up parenting if you delete a 'first order' panel. since they go off name, and not by a numbered panel system like eepanels2 did.