There's an option to change bar heights already built in, unless you're talking about somethig else.
I must say i'm loving this mod. I finally got off my lazy arse and got a svn client and grabbed this mod. I was getting so frustrated with Pitbull not refreshing party frames and raid/target icons being incorrect and numerous other problems i had to try something else. I'm a minimalist and Pitbull is like the opposite of minimalist. SO damn bloated it drives me nutz.
I only have 1 suggestion. Er is there any way to disable my target from what looks like fading. Guess it's supposed to indicate that i'm in combat or i have aggro on this mob or something. I like the colors i have now. I'm not a fan of this fading on my target or whatever it is. It just doesn't look right. Might even call it highlighting although i have highlighting turned off. Other than that everything else seems perfect.
Having a mouseover frame wouldn't be a bad idea if it has an enable disable button like the other frames. I know it seems like it can be a waste. But lots of us warriors do use it for multi mob tankig along with our mouseover devastate macros. Makes it easier to do this with a mouseover frame. But if you don't want to include it that's fine by me. I'd rather this mod stayed more simple than bloated. So i can live without it.
AG, my branch does -not- include LMH4, it simply allows you use it as a mobhealth database/calculation method if it's already installed, perhaps by another mod, or manually..
Yeah I see it's not that bad, I'll take a look at it when I get the time
ok so that's a no on being able to change the height of the bars?... ok thanks for replying and all... ^^
/aguf config, you'll find an option for modifying barheight, doing it this way also changes the height of the other bars to compensate.
However, if you create a new layout (or modify the default for that matter) using lua, you can set the exact size in pixels..
Creation of layouts is beyond the scope of this thread however. It isn't as hard as it sounds, just browse the default layout's code for a starting point.
select player or tot or tott, etc etc,
Frame attributes tab
Style/border/width/height/scale
under that is has this
----BAR height modifier----
cast/mana/health selectable
0.1-3 variable for each
BTW absolutely love the raid layout and most especially love party targets. Show's me who's on the wrong mob and who's not following assist when i'm tanking. Perhaps i can save a few more deaths now. This is what a mod should do. Make you a better player and not just look good. This mod does both well.
Tried out this version for the first time and I'm very impressed. Got some comments:
As I read it's supposed to work with MH3, but that didn't work for me. Then I tried break19's version which worked fine.
Could we get an option to disable Blizzard's casting bar, or did I miss it somewhere?
+1 for the support of showing druid mana in feral form, best would be probably in the place of casting bar since there are no casts in bear/cat forms, except herb/min/skin gathering, poss some quests. (As you probably know, there is already an addon that can provide you curmp/maxmp while in form, so what has to be done in aguf is putting those numbers into a bar)
I am wondering if I am missing anything... I update this regularly from SVN and haven't seen a change in the aguf code in a while, the only changes that seem to come up are Ace3 library changes.
Andreasg are you actively working on this version or is it on hold again?
I think the ACE3 version is coming along very nicely. A few things I'd like to see have to do with setup. Right now all frames are independent. It would be very nice if we could "attach" them to other frames (so that you could move them as a block). In at least one case, party targets, this becomes rediculous since you can actually mix them up. This may be true for Party Pets too. Both of these should be set up as either:
a) one free standing "block" for all Party Targets / Party Pets (I believe that is how the Party frames are today) where you set the attributes of the first one and then just define an offset between them.
b) have them attach to the parent Party Frame. You'd still set up the attributes on the first one (size, font, auras etc). However, now you assign the offset to the parent Party frame rather than between the Party Targets / Party Pets.
In a similar fashion I'd like to anchor Target to Player (with an offset) for easy moving, but that one I can live without.
Raid Frames... I guess you could go either way. Right now they are like the Blizzard ones in that each group is independent. I think there is a good argument for sticking them to one another (but maybe just make them sticky rather than having a parameterized offset).
After thinking some more about this topic I started a new thread (and a blog post) on the topic of placement of UI elements. AG_UF and mHUD are the main reasons for this post so please read http://www.wowace.com/forums/index.php?topic=11903.0
select player or tot or tott, etc etc,
Frame attributes tab
Style/border/width/height/scale
under that is has this
----BAR height modifier----
cast/mana/health selectable
0.1-3 variable for each
No, wasn't using the "New" version at the time, sorry to have ticked you off, was just no one seemed to be answering the question I had, so I'd inquired again... sorry.
I noticed that I couldn't move the Party Pets frame when anchored to the parent. Yes, I understand that's what anchor means, but I'd like more anchor options, specifically below/rightjustified rather than to the right of the party member.
Found another issue yesterday... I had "filtered auras", or whatever the option is, checked while running hero mech. It seems that filters out ALL auras (so I couldn't see the polarity shift on the rest of the party. Is the plan to have it show some auras/buffs and not others? That would be very useful (perhaps only show auras that happen while in combat and have a duration shorter than 10 minutes or something like that).
I also couldn't find a way to change the spacing between the party members and there isn't enough room right now for the auras.
[2008/03/24 16:55:56-404-x4]: ag_UnitFrames\modules\rangecheck\rangecheck.lua:40: Usage: CheckInteractDistance("unit", distIndex)
ag_UnitFrames\modules\rangecheck\rangecheck.lua:40: in function <...dOns\ag_UnitFrames\modules\rangecheck\rangecheck.lua:40>
ag_UnitFrames\modules\rangecheck\rangecheck.lua:128: in function `RangeCheck'
ag_UnitFrames\modules\rangecheck\rangecheck.lua:94: in function `?'
ag_UnitFrames\ag_UnitClass.lua:145: in function `ExecModuleMethods'
ag_UnitFrames\ag_UnitClass.lua:770: in function `UpdateAll'
ag_UnitFrames\ag_UnitClass.lua:215: in function `AttributeChanged'
ag_UnitFrames\ag_UnitClass.lua:223: in function <Interface\AddOns\ag_UnitFrames\ag_UnitClass.lua:220>
<in C code>: in function `SetAttribute'
Interface\FrameXML\SecureTemplates.lua:800: in function <Interface\FrameXML\SecureTemplates.lua:715>:
Interface\FrameXML\SecureTemplates.lua:1008: in function `SecureGroupHeader_Update':
Interface\FrameXML\SecureTemplates.lua:605: in function `SecureGroupHeader_OnAttributeChanged':
<string>:"*:OnAttributeChanged":1: in function <[string "*:OnAttributeChanged"]:1>
<in C code>: in function `SetAttribute'
Interface\FrameXML\SecureTemplates.lua:761: in function <Interface\FrameXML\SecureTemplates.lua:715>:
Interface\FrameXML\SecureTemplates.lua:1008: in function `SecureGroupHeader_Update':
Interface\FrameXML\SecureTemplates.lua:605: in function `SecureGroupHeader_OnAttributeChanged':
<string>:"*:OnAttributeChanged":1: in function <[string "*:OnAttributeChanged"]:1>
<in C code>: in function `SetAttribute'
Interface\FrameXML\SecureTemplates.lua:761: in function <Interface\FrameXML\SecureTemplates.lua:715>:
Interface\FrameXML\SecureTemplates.lua:1008: in function `SecureGroupHeader_Update':
Interface\FrameXML\SecureTemplates.lua:599: in function `SecureGroupHeader_OnEvent':
<string>:"*:OnEvent":1: in function <[string "*:OnEvent"]:1>
<in C code>: ?
---
[2008/03/24 16:55:57-404-x3]: ag_UnitFrames\ag_UnitClass.lua:728: attempt to index field 'database' (a nil value)
ag_UnitFrames\ag_UnitClass.lua:710: in function `Enable'
ag_UnitFrames\ag_UnitClass.lua:750: in function `UpdatePetFrame'
ag_UnitFrames\ag_UnitClass.lua:129: in function `UnitReset'
ag_UnitFrames\ag_UnitClass.lua:213: in function `AttributeChanged'
ag_UnitFrames\ag_UnitClass.lua:223: in function <Interface\AddOns\ag_UnitFrames\ag_UnitClass.lua:220>
<in C code>: in function `SetAttribute'
Interface\FrameXML\SecureTemplates.lua:800: in function <Interface\FrameXML\SecureTemplates.lua:715>:
Interface\FrameXML\SecureTemplates.lua:1008: in function `SecureGroupHeader_Update':
Interface\FrameXML\SecureTemplates.lua:599: in function `SecureGroupHeader_OnEvent':
<string>:"*:OnEvent":1: in function <[string "*:OnEvent"]:1>
<in C code>: ?
---
I must say i'm loving this mod. I finally got off my lazy arse and got a svn client and grabbed this mod. I was getting so frustrated with Pitbull not refreshing party frames and raid/target icons being incorrect and numerous other problems i had to try something else. I'm a minimalist and Pitbull is like the opposite of minimalist. SO damn bloated it drives me nutz.
I only have 1 suggestion. Er is there any way to disable my target from what looks like fading. Guess it's supposed to indicate that i'm in combat or i have aggro on this mob or something. I like the colors i have now. I'm not a fan of this fading on my target or whatever it is. It just doesn't look right. Might even call it highlighting although i have highlighting turned off. Other than that everything else seems perfect.
Having a mouseover frame wouldn't be a bad idea if it has an enable disable button like the other frames. I know it seems like it can be a waste. But lots of us warriors do use it for multi mob tankig along with our mouseover devastate macros. Makes it easier to do this with a mouseover frame. But if you don't want to include it that's fine by me. I'd rather this mod stayed more simple than bloated. So i can live without it.
Great mod and much thanks dude.
Yeah I see it's not that bad, I'll take a look at it when I get the time
/aguf config, you'll find an option for modifying barheight, doing it this way also changes the height of the other bars to compensate.
However, if you create a new layout (or modify the default for that matter) using lua, you can set the exact size in pixels..
Creation of layouts is beyond the scope of this thread however. It isn't as hard as it sounds, just browse the default layout's code for a starting point.
/aguf config = ag_unitframes: [config] is not a valid option for /aguf
For each frame the drop menu yields the following options:
-Frame Layout
-Borders
-Frame Width
-Status Text
-Scale
Global Settings yield the following:
-Frame Color
-Bar Color
-Bar Style
-----------------
Not seeing a Height option.
select player or tot or tott, etc etc,
Frame attributes tab
Style/border/width/height/scale
under that is has this
----BAR height modifier----
cast/mana/health selectable
0.1-3 variable for each
As I read it's supposed to work with MH3, but that didn't work for me. Then I tried break19's version which worked fine.
Could we get an option to disable Blizzard's casting bar, or did I miss it somewhere?
+1 for the support of showing druid mana in feral form, best would be probably in the place of casting bar since there are no casts in bear/cat forms, except herb/min/skin gathering, poss some quests. (As you probably know, there is already an addon that can provide you curmp/maxmp while in form, so what has to be done in aguf is putting those numbers into a bar)
Andreasg are you actively working on this version or is it on hold again?
a) one free standing "block" for all Party Targets / Party Pets (I believe that is how the Party frames are today) where you set the attributes of the first one and then just define an offset between them.
b) have them attach to the parent Party Frame. You'd still set up the attributes on the first one (size, font, auras etc). However, now you assign the offset to the parent Party frame rather than between the Party Targets / Party Pets.
In a similar fashion I'd like to anchor Target to Player (with an offset) for easy moving, but that one I can live without.
Raid Frames... I guess you could go either way. Right now they are like the Blizzard ones in that each group is independent. I think there is a good argument for sticking them to one another (but maybe just make them sticky rather than having a parameterized offset).
After thinking some more about this topic I started a new thread (and a blog post) on the topic of placement of UI elements. AG_UF and mHUD are the main reasons for this post so please read http://www.wowace.com/forums/index.php?topic=11903.0
No, wasn't using the "New" version at the time, sorry to have ticked you off, was just no one seemed to be answering the question I had, so I'd inquired again... sorry.
I also couldn't find a way to change the spacing between the party members and there isn't enough room right now for the auras.
Update! Check "Load out of date" and it works fine.
I am using my branch of the Ace3 version and am having no such issues..
http://svn.wowace.com/wowace/branches/ag_UnitFrames/break19/