Perhaps useing the Clique plugin could disable the unit configuration menu?
I personally don't have a problem typing /aguf config, and I *do* use every combination of shift, alt, and ctrl + left/right mouse for my clique casts.
Yeah that's not what I meant. I realize there's an /aguf config. I meant for the option to decide which button:left-click/button:right-click would bring up the aguf menu instead of doing a sweeping setting to make it so that unless there's a click cast assigned to it a button:left-click/button:right-click will always bring up the aguf menu. As of now, click casting will work if you're assign the spells to it.
However, I will look at clique and try to assign a default click through the custom click lua option. Just doesn't seem like I should have to. I was just making a suggestion to make it easier.
Perhaps useing the Clique plugin could disable the unit configuration menu?
I personally don't have a problem typing /aguf config, and I *do* use every combination of shift, alt, and ctrl + left/right mouse for my clique casts.
Yeah that's not what I meant. I realize there's an /aguf config. I meant for the option to decide which button:left-click/button:right-click would bring up the aguf menu instead of doing a sweeping setting to make it so that unless there's a click cast assigned to it a button:left-click/button:right-click will always bring up the aguf menu. As of now, click casting will work if you're assign the spells to it.
However, I will look at clique and try to assign a default click through the custom click lua option. Just doesn't seem like I should have to. I was just making a suggestion to make it easier.
Clique will override any click combination. Just make (for example) alt+leftclick do Clique.TargetUnit(), and you will be able to target people. Do the same for the interaction(trade,invite,inspect) menu. That's what I do.
I'm not sure if this is related to this mod or Clique, but if I didn't have say my right-mouse button mapped to showing the Unit Menu, it will throw an error about not having anything bound. The thing is, it only seemed to do this on your frames - all other frames were okay. Not sure if there was a conflict there or what.
Following-up on some testing:
I'm not sure if this is a blizz thing or not, but when you mouse over a raid unit without anything targetted you get player information. But, if you have a unit targetted and mouse over a raid frame, you get the generic "right-click to do blah blah blah."
When selecting alternative frame layouts (Compact, raid, etc.) and have information on the bar hidden (no health, no % shown, etc.) is it possible to shrink the frame itself down to the size of the bar only? Instead of leaving just an empty black space there. This is more in terms of the raid frames, which can lead to wasted space.
Now, the other ones are fairly minor, but what I'm getting here with the raid frames are some massive amounts of lag. It really isn't lag per se, but just "spikes" every second or so. It seems to be related to when lots of events are firing - buffs, damage, etc. This was in BWL, if that helps at all. Now, when I disable the raid frames showing and go back to having PerfectRaid up (done by going to /aguf and shutting of the raid frames, relogging, enabling PerfectRaid, then logging back in) all the lag spikes are gone. Did several tests going back and forth and the raid frames showing from aguf definitely cause me to have issues.
Let me know if there is further information, etc. that you would like!
I can attest to massive amouts of lag and frame rate dropping to 5 fps from 50. This was in a 40 man raid....Please find the problem, I adore these frames and want them on my interface.
I had a friend install these as well, he had to take them out cause of lag in raids as well. I do not use clique so that is not the problem, After I went back to perfect raid, the lag went away and fps went back to 50.
Yesterday i have installed aguf and its looks good, but the Health (mobinfo2) wouldn´t show in the target frame. I configured it to show the Difference Points, but it still shows the percent view.
Or are there still some problems or do i something wrong?
Heh, so today I decided it would be fun to look through the files and try and remove the combo points from showing up. I got an error that made the UF not appear so I totally re-installed the UnitFrames. No matter what I do now though, the UF will not appear. I no longer get the error, but I no longer have any UF. I've been through all the menus and re installed it multiple times... Any help with getting these working again? :B
deleted settings file, fresh SVN checkout and all others addons disabled. No aguf frames are showing, I can bring up the option with /aguf tho. Haven't tried while being in party.
I am having that exact same problem as Deface, I have deleted everything and only ran AGUF. Still doesn't work. My raid and party frames do show up though, but no Player/Target frames.
The problems you are seeing might not be related to AGUF at all, but to the external libraries. I'm pretty sure I have the version with pet grouping but prior to the latest round of Ace2 libraries that were updated and everything works okay. This is just the nature of the beast with multiple libraries and addons being developed in parallel.
One way developers might ease this is to set the revision number that the external points to (the external being the various Ace2 libraries) instead of always downloading the latest so that any time you download, even if the addon was updated, it would always download the version of the libraries that you know is okay. This is something that can be done in Subversion, but on the other hand that puts more ownership on the developer and let's face it - most everything in the repository, especially Ace2'ified, is going to be extreme beta and "use at your own risk."
Now, I could be wrong about the cause of the bug people are seeing, but I just know other errors have been reported with the latest Ace2 updates, so there might be something to all of that and what you guys are seeing here.
that won't work since when you have more than one ace2 addon installed your local you know it's working version of ace2 will always get replaced by the newer one from the other addons ;)
that won't work since when you have more than one ace2 addon installed your local you know it's working version of ace2 will always get replaced by the newer one from the other addons ;)
Ah, yeah, that is an excellent point :) I didn't think about the issue with multiple addons using the libraries, in which case every developer would have to do that.
And if you move the positions of the frames they somehow seem to snap back to another position, even if you locked the frames
Once you have moved the frames they will be nudged upwards with an amount equal to the height of the XP bar (if it's hidden) when 1) you mouseover the "Scale" option for the frame, or 2) ui is reloaded
This is really annoying.
I updated my aguf from the SVN yesterday and my FPS and garbage collection in combat went straight to hell. I had to disable it and move back to oUF. :(
MobHealth support is definitly in there, just not working.
I haven't looked over this in any detail tho. The if-statment at line 653 isn't right, it should probably be:
'if ( Telo == true or UnitIsUnit(self.unit,"pet") or UnitInParty(self.unit) or UnitIsUnit(self.unit, "player") or UnitIsUnit(self.unit, "target") or UnitInRaid(self.unit) ) then' (without the ')
It isn't enought with fixing that tho. What this will show you, is the hp of your previous target, if any. This is because the lTargetData in MobHealth2 is updated after agUF has read what it contains. That also means if you go from no target -> select a target you will get nil, but switching from target to another target will show the previous mobs hp.
MiniGroup1 and 2 din't use mobhealth's internal functions to get info, they just read stright from the MB database.
edit:
The latest update and neronix mobhealth3 does the trick.
With hide selcted for status bar text,
Health values for the mob show up at the top of the screen the 71/100 about where my xp ends on my top FuBar
http://www.geocities.com/shorewalkers@sbcglobal.net/mobhealth.jpg
Thanks.
Yeah that's not what I meant. I realize there's an /aguf config. I meant for the option to decide which button:left-click/button:right-click would bring up the aguf menu instead of doing a sweeping setting to make it so that unless there's a click cast assigned to it a button:left-click/button:right-click will always bring up the aguf menu. As of now, click casting will work if you're assign the spells to it.
However, I will look at clique and try to assign a default click through the custom click lua option. Just doesn't seem like I should have to. I was just making a suggestion to make it easier.
Clique will override any click combination. Just make (for example) alt+leftclick do Clique.TargetUnit(), and you will be able to target people. Do the same for the interaction(trade,invite,inspect) menu. That's what I do.
Following-up on some testing:
I'm not sure if this is a blizz thing or not, but when you mouse over a raid unit without anything targetted you get player information. But, if you have a unit targetted and mouse over a raid frame, you get the generic "right-click to do blah blah blah."
When selecting alternative frame layouts (Compact, raid, etc.) and have information on the bar hidden (no health, no % shown, etc.) is it possible to shrink the frame itself down to the size of the bar only? Instead of leaving just an empty black space there. This is more in terms of the raid frames, which can lead to wasted space.
Now, the other ones are fairly minor, but what I'm getting here with the raid frames are some massive amounts of lag. It really isn't lag per se, but just "spikes" every second or so. It seems to be related to when lots of events are firing - buffs, damage, etc. This was in BWL, if that helps at all. Now, when I disable the raid frames showing and go back to having PerfectRaid up (done by going to /aguf and shutting of the raid frames, relogging, enabling PerfectRaid, then logging back in) all the lag spikes are gone. Did several tests going back and forth and the raid frames showing from aguf definitely cause me to have issues.
Let me know if there is further information, etc. that you would like!
I had a friend install these as well, he had to take them out cause of lag in raids as well. I do not use clique so that is not the problem, After I went back to perfect raid, the lag went away and fps went back to 50.
http://www.curse-gaming.com/en/wow/addons-1850-1-mobinfo2-includes-mobhealth.html
Yesterday i have installed aguf and its looks good, but the Health (mobinfo2) wouldn´t show in the target frame. I configured it to show the Difference Points, but it still shows the percent view.
Or are there still some problems or do i something wrong?
One way developers might ease this is to set the revision number that the external points to (the external being the various Ace2 libraries) instead of always downloading the latest so that any time you download, even if the addon was updated, it would always download the version of the libraries that you know is okay. This is something that can be done in Subversion, but on the other hand that puts more ownership on the developer and let's face it - most everything in the repository, especially Ace2'ified, is going to be extreme beta and "use at your own risk."
Now, I could be wrong about the cause of the bug people are seeing, but I just know other errors have been reported with the latest Ace2 updates, so there might be something to all of that and what you guys are seeing here.
Ah, yeah, that is an excellent point :) I didn't think about the issue with multiple addons using the libraries, in which case every developer would have to do that.
Nevermind! :)
And if you move the positions of the frames they somehow seem to snap back to another position, even if you locked the frames
Also raid frames positions tend to change if people are moved from groups to other groups.
Once you have moved the frames they will be nudged upwards with an amount equal to the height of the XP bar (if it's hidden) when 1) you mouseover the "Scale" option for the frame, or 2) ui is reloaded
This is really annoying.
I updated my aguf from the SVN yesterday and my FPS and garbage collection in combat went straight to hell. I had to disable it and move back to oUF. :(
I haven't looked over this in any detail tho. The if-statment at line 653 isn't right, it should probably be:
'if ( Telo == true or UnitIsUnit(self.unit,"pet") or UnitInParty(self.unit) or UnitIsUnit(self.unit, "player") or UnitIsUnit(self.unit, "target") or UnitInRaid(self.unit) ) then' (without the ')
It isn't enought with fixing that tho. What this will show you, is the hp of your previous target, if any. This is because the lTargetData in MobHealth2 is updated after agUF has read what it contains. That also means if you go from no target -> select a target you will get nil, but switching from target to another target will show the previous mobs hp.
MiniGroup1 and 2 din't use mobhealth's internal functions to get info, they just read stright from the MB database.
edit:
The latest update and neronix mobhealth3 does the trick.
Same problem here. Nice mod though. (: