Yea, I couldn't figure out a way to convert aUF groups without major rewrites - I'll leave that for you since it's a total reengineering ;)
For now, I'll just just not change party / mess with raids when in combat, or /rl after it (half a second, gotta love the load times without huge data collection mods)
well, couldn't the mod after combat ends run a check on who has left the raid? or keep a table of people that have left? and update the display after leaving combat?
i mean i dont care if during my raid or party someone leaves and the visible portion of the box dissapeares... it would actaully be a bigger reminder to me than "offline"
The problem is that when one guy leaves, the raid id of everyone else is changed. That brings a lot of issues
Miles, one thing I can advice you to is change the value self.EMULATE_BC to true, as that will prevent aguf from doing layout updates while in combat (but queue it so that it updates when you get out of combat)
Miles, one thing I can advice you to is change the value self.EMULATE_BC to true, as that will prevent aguf from doing layout updates while in combat (but queue it so that it updates when you get out of combat)
k, will do (after I get ressed, HFC Blood Furnace + careless mage = gibbed)
Miles, what happens if a party member leaves in combat? Does it hide his frame correctly or do you use alpha for that too? :S
I think you might have to use the secure party header. Oh man, sucks so much I can't help out :P
Hmm... that's a good question. It's 100% alpha now, I'll update it to alpha if self.unit == target or targettarget, and plain old hide/show for other frames.
@Bartender - Yay! I'll try it when I get home, no WoW for me atm, I'm on remote desktop :P
I've taken the latest BC agUF (as of about an hour or two ago, anyway) from the WoWInterface download, and merged it together with my local copy which imports most of the changes Devla did on the main agUF thread (70+ page one).
This includes (in theory, not everything confirmed to be working):
3 line buffs
Target of Target's Target frame
"Steel" rounded bar texture added
Range checker
Portraits enabled by default
A few customizations on ABF layout for sizes to account for portraits being on by default, and bumped up font size on ABF a tiny bit
Not sure if ToTT is working, and no clue on if range checking/ProximityLib functions right (I -think- I read somewhere that ProxLib was included in the WoW 2.0 default UI, but this I don't know for fact, so it might not even be necessary).
Make use of these changes or not as you wish, I hope they're helpful to the process of getting agUF fully working with niftys for BC.
I'd just like to say that currently AGUF is very buggy in BC, so there is a lot of stuff that needs to be rewritten. Don't expect aguf to act like you're used to from wow vanilla. :)
I'd just like to say that currently AGUF is very buggy in BC, so there is a lot of stuff that needs to be rewritten. Don't expect aguf to act like you're used to from wow vanilla. :)
I still vastly prefer it to having to use CT Frames.
SVN v14714 seems to be working well, except that health/mana is not updating on Player and Target frames consistently
Can't reproduce with r14755... Try updating, Andreas did a major reengineering of the frames for WoW 2.0 raid compatibility.
[edit]
Definately can reproduce with r14755 ^^
The whole handling thing seems broken. /rl in combat = not working unitframes, also breaks on zoning...
[edit #2]
Committed an emergency patch which stops UpdateAll from unregistering events.
That method is bound to some event handlers directly, but without load = true flag, it unregisters all events on the current frame. Needs to trace the flow, but this can't wait - I reloaded my UI every few minutes in HFC because of stuck frames, this issue is a show stopper.
I fixed the problem, it was an oversight be me that caused events to get unregistered at times when it shouldn't. It's fixed now.
Actually, I must say that getting aguf to work in BC was easier than I thought. Of course I had to discard all grouping code, but I will start working on getting the secure party/raid headers working soon.
But currently (as of this hour) the addon works nicely, all frames hide/show at the corrent events, update health/mana etc at the right events and so on. All frames have to be placed manually, but that's how it's going to be until I get that party header fixed.
It is very usable for gaming with now. Raid frames and party pets still to come.
everytime i want to use a macro with a slash command in it, its not working and the blizzardUI want to disable ag_unitframes, so i have to either disable or ignore the error. Without the unitframes the macros working well. Any possible solution for this one ? : >
everytime i want to use a macro with a slash command in it, its not working and the blizzardUI want to disable ag_unitframes, so i have to either disable or ignore the error. Without the unitframes the macros working well. Any possible solution for this one ? : >
I tried with no success to get mEnemyCastbar working with the lastest agUF. However I spent about 10 minutes before I gave up :p
Yeah, Andreas renamed the frames from aUF.units[unitid] to aUF.units["aUF" .. unitid] :P
It's updated now, try the version a02.
Actually, it's not aUF.units["aUF" .. unitid]. It's aUF.units[framename]. There is a reason for this.
For example. When we start using the secure raid/party headers, the headers will create unit frames named aUFRaidHeaderFrame1, aUFRaidHeaderFrame2, aUFRaidHeaderFrame3.... and so on, which will represent units from the given raid group... Each of these frames will get an aUF object named aUF.units.aUFPartyHeaderFrame1. This is because the headers decide which unit ids to put into the groups, and it will give new unit ids to each frame when needed (if lets say someone is moved to raid group 1).
What this means is that if you want to execute a method for all frames that represents unit-id lets say "party2", you would have to iterate through the aUF.units table and check for the unit-id variable aUF.units[framename].unit (or aUF.units[framename].frame:GetAttribute("unit").
I hope this makes sense.
All in all, the best way to create an extension for aguf now and in the future will be to get all unit objects to register the new events, and then add some methods to (or hook) the unit superclass.
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The problem is that when one guy leaves, the raid id of everyone else is changed. That brings a lot of issues
k, will do (after I get ressed, HFC Blood Furnace + careless mage = gibbed)
On another note I saw you asked for a working bar mod in TBC.
Bartender2 works with the TBC ace2 branch :)
Although there are a few errors now and again with the stickyframes.
-Ammo
I think you might have to use the secure party header. Oh man, sucks so much I can't help out :P
Hmm... that's a good question. It's 100% alpha now, I'll update it to alpha if self.unit == target or targettarget, and plain old hide/show for other frames.
@Bartender - Yay! I'll try it when I get home, no WoW for me atm, I'm on remote desktop :P
thx for making this nice mod for BC.
i have encountered few problems on beta
Sometimes the TargetofTarget frame does'nt show up at all, mostly when primary target is a mob.
And the target frame doesnt show up when the player is attacked. The basic UI make it popping up if we get an aggro.
Ah and it would really nice to see the enemycasting bar on the target frame :)
If you use svn, checkout http://svn.wowace.com/wowace/branches/ag_UnitFrames/TBC/ag_UnitFrames/
Otherwise, get it from http://www.wowinterface.com/downloads/info5468-ag_UnitFrames.html
This includes (in theory, not everything confirmed to be working):
3 line buffs
Target of Target's Target frame
"Steel" rounded bar texture added
Range checker
Portraits enabled by default
A few customizations on ABF layout for sizes to account for portraits being on by default, and bumped up font size on ABF a tiny bit
Not sure if ToTT is working, and no clue on if range checking/ProximityLib functions right (I -think- I read somewhere that ProxLib was included in the WoW 2.0 default UI, but this I don't know for fact, so it might not even be necessary).
Make use of these changes or not as you wish, I hope they're helpful to the process of getting agUF fully working with niftys for BC.
An image of the casting bar:
For now, it has 0 configuration options, just unzip and run. It tries to match the frame width (not quite accurate) and texture of agUF.
I still vastly prefer it to having to use CT Frames.
Can't reproduce with r14755... Try updating, Andreas did a major reengineering of the frames for WoW 2.0 raid compatibility.
[edit]
Definately can reproduce with r14755 ^^
The whole handling thing seems broken. /rl in combat = not working unitframes, also breaks on zoning...
[edit #2]
Committed an emergency patch which stops UpdateAll from unregistering events.
That method is bound to some event handlers directly, but without load = true flag, it unregisters all events on the current frame. Needs to trace the flow, but this can't wait - I reloaded my UI every few minutes in HFC because of stuck frames, this issue is a show stopper.
Actually, I must say that getting aguf to work in BC was easier than I thought. Of course I had to discard all grouping code, but I will start working on getting the secure party/raid headers working soon.
But currently (as of this hour) the addon works nicely, all frames hide/show at the corrent events, update health/mana etc at the right events and so on. All frames have to be placed manually, but that's how it's going to be until I get that party header fixed.
It is very usable for gaming with now. Raid frames and party pets still to come.
I tried with no success to get mEnemyCastbar working with the lastest agUF. However I spent about 10 minutes before I gave up :p
Yeah, Andreas renamed the frames from aUF.units[unitid] to aUF.units["aUF" .. unitid] :P
It's updated now, try the version a02.
You need the Burning Crusade branch of Aguf.
Actually, it's not aUF.units["aUF" .. unitid]. It's aUF.units[framename]. There is a reason for this.
For example. When we start using the secure raid/party headers, the headers will create unit frames named aUFRaidHeaderFrame1, aUFRaidHeaderFrame2, aUFRaidHeaderFrame3.... and so on, which will represent units from the given raid group... Each of these frames will get an aUF object named aUF.units.aUFPartyHeaderFrame1. This is because the headers decide which unit ids to put into the groups, and it will give new unit ids to each frame when needed (if lets say someone is moved to raid group 1).
What this means is that if you want to execute a method for all frames that represents unit-id lets say "party2", you would have to iterate through the aUF.units table and check for the unit-id variable aUF.units[framename].unit (or aUF.units[framename].frame:GetAttribute("unit").
I hope this makes sense.
All in all, the best way to create an extension for aguf now and in the future will be to get all unit objects to register the new events, and then add some methods to (or hook) the unit superclass.