I'm lookin for some code that will let me return the raid icon of party member's targets. I know that RaidIcon(unit) returns a raid icon and there is the party# unit, but I don't know how to (if you even can) get it to use the party member's target as a unit. Any help on this would be great, thanks.
I'm 95% sure I tried that and it only output the raid icon of MY current target, as if the "target" unit cares not of it's relative source, but only works from player's target. I'll try to give it another shot though to make sure.
Using the code [RaidIcon(unit="party1target")], it returns the icon of the first party member's target. I didn't know "party1target" was an available unit type. A good list of these somewhere would be nice, I couldn't find one with the rest of the stuff I looked up.
If this is the only way to do it, then I have to write a bunch of other stuff to display the target icon from the correct party member. So now I need something like [if Target="party1target" then RaidIcon(unit="party1target") end].
I think that Target will only return party1target when it's from the unit party1, so if I can get it to compare the output of Target with party1target correctly, it might work. It doesn't seem to want to compare strings with if-then statements, only boolean values.
Target always returns the unit + "target", so if used on the party frames it will return "party1target" on party1's frame, "party2target" on party2's frame, etc.
If you were seeing *your* target's raid icon, you probably accidentally did [RaidIcon(unit="target")] instead of [RaidIcon(unit=Target)] - the quotes make a big difference.
Target always returns the unit + "target", so if used on the party frames it will return "party1target" on party1's frame, "party2target" on party2's frame, etc.
If you were seeing *your* target's raid icon, you probably accidentally did [RaidIcon(unit="target")] instead of [RaidIcon(unit=Target)] - the quotes make a big difference.
Ohh wow, really? Can you explain quickly what the quotes do if they make a difference for me, please? I never saw that when I was reading up about this..
EDIT: BTW that Target thing worked, it's doin what it should.
Ohh wow, really? Can you explain quickly what the quotes do if they make a difference for me, please? I never saw that when I was reading up about this..
EDIT: BTW that Target thing worked, it's doin what it should.
The quotes tell the tag that the unitID is literally "target" which is your (the player's) target. Target, by contrast, is actually a tag which returns the unitID representing the target of the unit it's applied to. For a more visual demonstration, try it putting [Target] on your party frames - it will display "party1target", "party2target", etc. So when you specify unit=Target, DogTag resolves that tag first, resulting in "party1target", then passes that in as the unit instead of "target".
Try [RaidIcon(Target)] on your party frames.
If this is the only way to do it, then I have to write a bunch of other stuff to display the target icon from the correct party member. So now I need something like [if Target="party1target" then RaidIcon(unit="party1target") end].
I think that Target will only return party1target when it's from the unit party1, so if I can get it to compare the output of Target with party1target correctly, it might work. It doesn't seem to want to compare strings with if-then statements, only boolean values.
If you were seeing *your* target's raid icon, you probably accidentally did [RaidIcon(unit="target")] instead of [RaidIcon(unit=Target)] - the quotes make a big difference.
Ohh wow, really? Can you explain quickly what the quotes do if they make a difference for me, please? I never saw that when I was reading up about this..
EDIT: BTW that Target thing worked, it's doin what it should.
The quotes tell the tag that the unitID is literally "target" which is your (the player's) target. Target, by contrast, is actually a tag which returns the unitID representing the target of the unit it's applied to. For a more visual demonstration, try it putting [Target] on your party frames - it will display "party1target", "party2target", etc. So when you specify unit=Target, DogTag resolves that tag first, resulting in "party1target", then passes that in as the unit instead of "target".