Seeing as how large the ag_UnitFrame thread has become and stuffs getting asked or answered several times i think it might help to created this post. But if the forum moderator think otherwise, then by all means delete this.
Edit: Added ag_UnitFrame wiki page for others to take a look.
Edit2: Added a mini Q & A. Will add more as time permits.
MINI Q & A
Buffs Positioning
Currently is on the to-do list. See quote below
Quote from andreasg »
About the aura positioning, allowing for placements like that in the trunk version of aguf is the next big project I'll work on. Until then, use the patches if you need it :)
There's a branch version (not official) where it splits the buff and debuff. Use a SVN client to download it from the branches of ag_UnitFrame/Nevcairiel.
Buff Filtering
Quote from Delsphynx »
FILTERING: READ ME
For all the people that talk about filtering as it currently stands right now: ag_UF filtering uses the standard Blizzard filtering (yes, Blizzard's option for what to show on unit frames in a nutshell.) This filtering is based on the following:
Only show buffs on unit frames that you can actually cast on others. Blizzard's intention with this is to show, for example, a group that needs AI (because it is something you cast on others) or PW:Fort, etc. This is why it doesn't show things like Ice Block, or Inner Fire, or things of that nature. You can't cast those on other units, therefore they aren't shown.
I'll get this issue put on to the wiki site as well, but I know the discussion has come up some in both of the ag_UF threads so here is an explanation for the moment. There are some modifications floating around the threads for setting what to show or not show, so you'd have to refer to those for now. I know andreasg has plans for doing some major work on buffs/debuffs so perhaps the issue will get taken care of when that work goes "live."
Hope this helps some (and that my explanation was accurate enough!) :)
Portraits
Portraits currently works for the ABF layout only. No ETA on when the other layouts will have them.
Party Sorting
Type "/aguf config" then select "Unit Frames" then "Unit Groups"
Font
Currently there's no option ingame to set the font. Any changes you need are done inside the lua file of that particular layout you use (eg ABF.lua, oUF.lua) in the layour folder.
Virtual frames for setting up the addon
Currently not implemented and there's no ETA atm.
Combat, Resting, PVP status display
You can turn these on in the main menu. Type "/aguf config" scroll down and you will see the option the toggle them. Note that there's no individual frame setting for these atm and there's no eta too.
Health status bar coloring on health drop
Type "/aguf config", scroll down and you should see "Smooth Bar Coloring". Tick or untick to toggle it.
Highlight on mouseover
Type "/aguf config", scroll down and you should see "Highlight Selected". Tick or untick to toggle it.
Hiding raidframes using a macro
Put the following code into your macro (code provided by Mist):
Range check
Link provide by Mist. Dims any unit that's out of range.
Quote from Mist »
Quote from angeldust »
Requesting a range check. Showing an icon when a player is further out of range or atleast 30 yards on your target / party frames. Raid frames is nice aswell where players get dimmed out a bit like Perfectraid if I'm not mistaken.
You can check out Sairen's aUF_RangeCheck, it dims out the frames of players out of range:
1. Open the layout lua file that you used in the layout folder, eg ABF.lua
2. If the names gets cut off then look for the "NameLabel" field and change the width larger.
3. You might also want to change the FrameWidth to be larger too to accomodate the text increase.
4. Same applies for the rest of the text labels.
Changing resting. pvp. etc icon placements
1. Open the layout lua file that you used in the layout folder, eg ABF.lua
2. Look for <soandso>icon and change the placement there. Eg, bottomleft, topright,etc. X and Y to further adjust from the point you set.
1. Is there any option to adjust font size in raid frames? Frames with the same layout in MG2 had perfect font size, but in aguf i have good frames size but text inside of them is unable to read :(
2. Is there possibility to set raid frames to "borders none" and rest of frames (player, target etc.) have with borders.
1. Is there any option to adjust font size in raid frames? Frames with the same layout in MG2 had perfect font size, but in aguf i have good frames size but text inside of them is unable to read :(
2. Is there possibility to set raid frames to "borders none" and rest of frames (player, target etc.) have with borders.
1. Font sizes are set in the layout files.
2. Not at this time.
- have option to set buff icons in the upper right corner (growing leftward on two lines) of the unit frames in raid
- have mouseover tooltip to see remaining time on buff icons.
1. Read. The. Wiki. :)
2. For the second one, this is just me speaking from my own point-of-view and not in any "official" manner whatsoever, but the additional work to be able to see what everyones time remaining on their individual buffs would be quite a bit, involving the use of the hidden communication channel and the like. It's probably outside the scope of ag_UF for the moment (not saying it would never happen...) It's not something trivial to add (unless I'm missing some super-slick way of doing it!)
- have mouseover tooltip to see remaining time on buff icons.
2. For the second one, this is just me speaking from my own point-of-view and not in any "official" manner whatsoever, but the additional work to be able to see what everyones time remaining on their individual buffs would be quite a bit, involving the use of the hidden communication channel and the like. It's probably outside the scope of ag_UF for the moment (not saying it would never happen...) It's not something trivial to add (unless I'm missing some super-slick way of doing it!)
Actually, I don't think is that hard. I posted the changes needed in the main agUF thread earlier:
Basically I used Grimwald's oRA2_Buff from SVN (that module does all the hard work) and added the time left to the buff tooltips in AuraOnEnter (you can search the file for "mist" to see what I added). I don't know if it is the most efficient way to do it, but it works for me and it's a really quick hack.
- have mouseover tooltip to see remaining time on buff icons.
2. For the second one, this is just me speaking from my own point-of-view and not in any "official" manner whatsoever, but the additional work to be able to see what everyones time remaining on their individual buffs would be quite a bit, involving the use of the hidden communication channel and the like. It's probably outside the scope of ag_UF for the moment (not saying it would never happen...) It's not something trivial to add (unless I'm missing some super-slick way of doing it!)
Actually, I don't think is that hard. I posted the changes needed in the main agUF thread earlier:
Basically I used Grimwald's oRA2_Buff from SVN (that module does all the hard work) and added the time left to the buff tooltips in AuraOnEnter (you can search the file for "mist" to see what I added). I don't know if it is the most efficient way to do it, but it works for me and it's a really quick hack.
Yeah, so the only thing I didn't mention in my argument is offloading the work to a separate optional dependency that was doing all the "heavy-lifting." In the mess of posts, I definitely missed your mod! :)
Posted a few times and sent a completely optional feature, Inverse Health and Mana bars, to ag (with a full diff made from SVN) but never got a response.
Seeing as how large the ag_UnitFrame thread has become and stuffs getting asked or answered several times i think it might help to created this post. But if the forum moderator think otherwise, then by all means delete this.
Also please checkout this link http://www.wowace.com/wiki/Ag_UnitFrames
Edit: Added ag_UnitFrame wiki page for others to take a look.
Edit2: Added a mini Q & A. Will add more as time permits.
MINI Q & A
Buffs Positioning
Currently is on the to-do list. See quote below
There's a branch version (not official) where it splits the buff and debuff. Use a SVN client to download it from the branches of ag_UnitFrame/Nevcairiel.
Buff Filtering
Target of Target's Target
Can get it from http://kyle.13th-floor.org/wow/aguf/work/zip/ag_UnitFrames-r12844-tott.zip (Code by Larona and download provided by Pastamancer).
Portraits
Portraits currently works for the ABF layout only. No ETA on when the other layouts will have them.
Party Sorting
Type "/aguf config" then select "Unit Frames" then "Unit Groups"
Font
Currently there's no option ingame to set the font. Any changes you need are done inside the lua file of that particular layout you use (eg ABF.lua, oUF.lua) in the layour folder.
Virtual frames for setting up the addon
Currently not implemented and there's no ETA atm.
Fubar GUI for ag_UnitFrames
Combat, Resting, PVP status display
You can turn these on in the main menu. Type "/aguf config" scroll down and you will see the option the toggle them. Note that there's no individual frame setting for these atm and there's no eta too.
Health status bar coloring on health drop
Type "/aguf config", scroll down and you should see "Smooth Bar Coloring". Tick or untick to toggle it.
Highlight on mouseover
Type "/aguf config", scroll down and you should see "Highlight Selected". Tick or untick to toggle it.
Hiding raidframes using a macro
Put the following code into your macro (code provided by Mist):
Or get the GUI from the link posted above.
Range check
Link provide by Mist. Dims any unit that's out of range.
How can I add Target's Target's Target like in nurfedui?
Thats currently on the to-do list so you will have to wait till its released.
Link http://www.wowace.com/wiki/User:Pastamancer for more info.
1. Open the layout lua file that you used in the layout folder, eg ABF.lua
2. If the names gets cut off then look for the "NameLabel" field and change the width larger.
3. You might also want to change the FrameWidth to be larger too to accomodate the text increase.
4. Same applies for the rest of the text labels.
Changing resting. pvp. etc icon placements
1. Open the layout lua file that you used in the layout folder, eg ABF.lua
2. Look for <soandso>icon and change the placement there. Eg, bottomleft, topright,etc. X and Y to further adjust from the point you set.
Thank you so very much! I can't wait for the servers to come up so I can try this. :)
I'm also going to be adding a toggle to set whether you want the healthbars to color down to red as they lose life.
2. Is there possibility to set raid frames to "borders none" and rest of frames (player, target etc.) have with borders.
1. Font sizes are set in the layout files.
2. Not at this time.
- have option to set buff icons in the upper right corner (growing leftward on two lines) of the unit frames in raid
- have mouseover tooltip to see remaining time on buff icons.
1. Read. The. Wiki. :)
2. For the second one, this is just me speaking from my own point-of-view and not in any "official" manner whatsoever, but the additional work to be able to see what everyones time remaining on their individual buffs would be quite a bit, involving the use of the hidden communication channel and the like. It's probably outside the scope of ag_UF for the moment (not saying it would never happen...) It's not something trivial to add (unless I'm missing some super-slick way of doing it!)
Would be a good idea, it's annoying to edit it in every time.
Would be happy if its added to the official code !!!
(That's me btw! :))
Using the [combo] tag will show the combo points in numeric form.
Actually, I don't think is that hard. I posted the changes needed in the main agUF thread earlier:
http://www.wowace.com/forums/index.php?topic=1715.msg47050#msg47050
Basically I used Grimwald's oRA2_Buff from SVN (that module does all the hard work) and added the time left to the buff tooltips in AuraOnEnter (you can search the file for "mist" to see what I added). I don't know if it is the most efficient way to do it, but it works for me and it's a really quick hack.
Yeah, so the only thing I didn't mention in my argument is offloading the work to a separate optional dependency that was doing all the "heavy-lifting." In the mess of posts, I definitely missed your mod! :)
I can't find the wiki. Could you give the link?