Those look like some other cooldown timer, omnicc maybe, than the ones used by PitBull. If the buff/debuff icon is big enough some cooldown mods will display on the auras. I believe there is an option to suppress this behavior in Pitbull.
Hi - I've been searching through the forums as best I can and have googled the topic but to limited avail. Apologies in advance if I've missed an obvious answer to this question....
Q: Is it possible to show on the target frame the numerical value that represents the range to the target.
I've had a play with the text options in the Target Frame, have set up a new text item called "Range", set it to appear to the outisde middle right of the frame, and used the dogtag [Range] but cant get a value to show.
I've done a basic check to show the frame is working by adding the text "Dist: " in front of the dogtag and sure enough the text appears - but alas, no value.
I have also checked and the library "RangeCheck" is enabled under the main Pitbull settings.
I have some problems with the Target Buffs at Pitbull (Side is set to "BOTTOM" because I wanted to test, if something changes with this set to "BOTTOM").
Perhaps someone can help me.
In Auras, I can set Buff Spacing, which creates space around the Buff icons (sides, above and below), however it only applies the spacing to the side of the debuff not above and below it. Is there a way to have this working for debuffs?
is there any way to get Pitbull to show the mob health values from mobinfo3?
right now it calculates them itself i think and they keep changing which is kinda annoying.
is there any way to get Pitbull to show the mob health values from mobinfo3?
right now it calculates them itself i think and they keep changing which is kinda annoying.
Em, isn't that exactly what mobhealth3 does, calculate the HP of the mob by adding up damage done and comparing to % lost?
The values changes a lot in the beginning and the more times u kill a specific unit the more accurate (and less changes) it will show.
Em, isn't that exactly what mobhealth3 does, calculate the HP of the mob by adding up damage done and comparing to % lost?
The values changes a lot in the beginning and the more times u kill a specific unit the more accurate (and less changes) it will show.
Well when i used Mobinfo3 it would remember the HP after like 2-3 kills and then it didnt change at all. But now it always keeps changing between 10 and 200 HP (7k HP mob) after every attack. It also doesnt seem to remember the HP value because when i logout it shows all mobs with 100% HP instead of the HP value.
I've been trying to pick a unit frame mod to use. I used to be a big fan of duf, and was hoping to find something along those lines.
Pitbull is definitely the most configurable and feature filled unit frame mod out there. But the thing it lacks makes it virtually unusable by anyone who isn't looking to spend hours creating their own custom unitframes.
The import layout feature, on first looks, appears to be a nice feature. Until you actually go to use it, that is. Imported layouts are not saved, and rarely do they actually work the way they were intended, because there are key factors of the layout that are not able to be included in the shared code (art work, which modules need to be activated, etc). I've yet had even a single imported layout I've looked at come out anywhere near like the visual the poster included in their post.
DUF had a nice way of dealing with that. You could unzip a downloaded file into a subdirectory of the duf addon folder, and then import it in that way. It would be semi-permanently imported, and available to any character. Included were fonts, detailed layout configuration, any required artwork or textures, etc. This also enabled the creation of a rather nice gallery where user created examples could be shared and downloaded.
Don't get me wrong, the layout import feature is nice, but for the average guy, it just does not work as intended, and has already sent me back to AUF, for no other reason then that AUF includes a number of built in layouts to pick from, that do not require me spending hours to get them working.
Is there any chance of us seeing a feature such as the one I mention above that DUF had for downloading and importing a full layout set? And for imported layouts to be "saved" so we don't have to go looking for them if we want to try to work with a given layout again later?
I see a layout folder already exists (but only appears to include a single .lua file for each layout, and I don't see those layouts when I go to import a layout).
I have started having a problem that is driving me crazy. It just started happening. When I go into BG's, my party bars show up. I don't want them to show up in bg's. If I go into options and change to show raid groups, the party bar goes away. If I unclick show raid groups, the party bars come back.
Please tell me there is a way to fix it. Or maybe there is something that I am not seeing.
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Those look like some other cooldown timer, omnicc maybe, than the ones used by PitBull. If the buff/debuff icon is big enough some cooldown mods will display on the auras. I believe there is an option to suppress this behavior in Pitbull.
Q: Is it possible to show on the target frame the numerical value that represents the range to the target.
I've had a play with the text options in the Target Frame, have set up a new text item called "Range", set it to appear to the outisde middle right of the frame, and used the dogtag [Range] but cant get a value to show.
I've done a basic check to show the frame is working by adding the text "Dist: " in front of the dogtag and sure enough the text appears - but alas, no value.
I have also checked and the library "RangeCheck" is enabled under the main Pitbull settings.
Am I going mad or just a bit fick ?
I have clearfont2 + pack installed as well
Perhaps someone can help me.
http://s3.tinypic.com/fkpu2v.jpg
You need to install either libRangeCheck-2.0 or RangeDisplay in order for this to work.
how do I disable the party unit frames when I am in a BG?
TIA
Turn on the option to disable them when in a raid.
I have that checked, and that does hide it when I am in a raid. but they still show up when in a BG
I have also unchecked "show in battleground"
When you say "party unit frames" are you referring to the standard Blizzard party frames or the PitBull party frames?
the pitbull party frames.
I have all the bliz stuff turned off.
In Auras, I can set Buff Spacing, which creates space around the Buff icons (sides, above and below), however it only applies the spacing to the side of the debuff not above and below it. Is there a way to have this working for debuffs?
right now it calculates them itself i think and they keep changing which is kinda annoying.
Em, isn't that exactly what mobhealth3 does, calculate the HP of the mob by adding up damage done and comparing to % lost?
The values changes a lot in the beginning and the more times u kill a specific unit the more accurate (and less changes) it will show.
Well when i used Mobinfo3 it would remember the HP after like 2-3 kills and then it didnt change at all. But now it always keeps changing between 10 and 200 HP (7k HP mob) after every attack. It also doesnt seem to remember the HP value because when i logout it shows all mobs with 100% HP instead of the HP value.
Pitbull is definitely the most configurable and feature filled unit frame mod out there. But the thing it lacks makes it virtually unusable by anyone who isn't looking to spend hours creating their own custom unitframes.
The import layout feature, on first looks, appears to be a nice feature. Until you actually go to use it, that is. Imported layouts are not saved, and rarely do they actually work the way they were intended, because there are key factors of the layout that are not able to be included in the shared code (art work, which modules need to be activated, etc). I've yet had even a single imported layout I've looked at come out anywhere near like the visual the poster included in their post.
DUF had a nice way of dealing with that. You could unzip a downloaded file into a subdirectory of the duf addon folder, and then import it in that way. It would be semi-permanently imported, and available to any character. Included were fonts, detailed layout configuration, any required artwork or textures, etc. This also enabled the creation of a rather nice gallery where user created examples could be shared and downloaded.
Don't get me wrong, the layout import feature is nice, but for the average guy, it just does not work as intended, and has already sent me back to AUF, for no other reason then that AUF includes a number of built in layouts to pick from, that do not require me spending hours to get them working.
Is there any chance of us seeing a feature such as the one I mention above that DUF had for downloading and importing a full layout set? And for imported layouts to be "saved" so we don't have to go looking for them if we want to try to work with a given layout again later?
I see a layout folder already exists (but only appears to include a single .lua file for each layout, and I don't see those layouts when I go to import a layout).
Please tell me there is a way to fix it. Or maybe there is something that I am not seeing.