Could be related yes. To me it seems to relate to spellPushback though and channeling.
It's not. The spell pushback was to high in the old code, that should be fixed now however. The other issue was that attempting to cast another spell while channeling would cause the bar to hide, that should also be fixed now.
local safeZonePercent = (width / self.max) * (ms / 1e5)
There's the issue with the safezone. It should be 1e3
Quote from haste »
It's not. The spell pushback was to high in the old code, that should be fixed now however. The other issue was that attempting to cast another spell while channeling would cause the bar to hide, that should also be fixed now.
ive updated oUF Grid to use embeded oUF, im off to uni and quitting wow so I doubt ill be updating it at all anymore. It works currently though and should be trivial to update for wrath.
local PartyTargets = {}
for i = 1, 5 do
PartyTargets[i] = oUF:Spawn("party"..i.."target", "oUF_Party"..i.."Target")
PartyTargets[i]:SetAttribute('showRaid', false)
if i == 1 then
PartyTargets[1]:SetPoint("TOPLEFT", party, "TOPRIGHT", 8, 0)
else
PartyTargets[i]:SetPoint("TOP", PartyTargets[i-1], "BOTTOM", 0, -4)
end
end
if(GetNumRaidMembers() > 0) then
party:Hide()
for i = 1, 5 do
PartyTargets[i]:Hide()
end
else
party:Show()
for i = 1, 5 do
PartyTargets[i]:Show()
end
end
for _, i in ipairs(partytarget) do
i:Hide()
end
Test situation, join a party, ask someone in range to pick a target, switch to raid group.
Their target should dissapear when switching but it doesn't.
Anyway: partytargets aren't headers, you can't just hide them. You have to run UnregisterUnitWatch(frame) before you hide them. You also need to run RegisterUnitWatche(frame) to show it again (no need for :Show()).
i was googling RegisterUnitWatch and found a layout with that feature but apparently it doesn't work, seems i'm not the only one having the issue, damn i don't even use those frames, though i admit it could be usefull.
local PartyTargetsCreated = false;
local partytarget = {}
function CreatePartyTargets()
if not PartyTargetsCreated then
partytarget[1] = oUF:Spawn("party1target", "oUF_Party1Target")
partytarget[1]:SetPoint("TOPLEFT", party, "TOPRIGHT", 8, 0)
for i =2, 4 do
partytarget[i] = oUF:Spawn("party"..i.."target", "oUF_Party"..i.."Target")
partytarget[i]:SetPoint("TOP", partytarget[i-1], "BOTTOM", 0, -4)
end
PartyTargetsCreated = true;
end
end
function DeletePartyTargets()
if PartyTargetsCreated then
for i = 1, 4 do
UnregisterUnitWatch(partytarget);
partytarget:Hide();
end
PartyTargetsCreated = false;
end
end
local partyToggle = CreateFrame("Frame")
partyToggle:SetScript("OnEvent", function(self)
if(InCombatLockdown()) then self:RegisterEvent("PLAYER_REGEN_ENABLED")
else self:UnregisterEvent("PLAYER_REGEN_ENABLED")
if(HIDE_PARTY_INTERFACE=="1" and GetNumRaidMembers() > 0) then
party:Hide()
DeletePartyTargets()
elseif (GetNumPartyMembers() > 0) then
party:Show()
CreatePartyTargets()
end
end
end)
partyToggle:RegisterEvent("PARTY_MEMBERS_CHANGED")
partyToggle:RegisterEvent("PARTY_LEADER_CHANGED")
partyToggle:RegisterEvent("RAID_ROSTER_UPDATE")
partyToggle:RegisterEvent("PLAYER_LOGIN")
Then in your code it would equal 1, since if(safeZonePercent > 1) then safeZonePercent = 1 end
So a red bar might be there, but it'd be microscopic. Mili is 1/1e3 of the standard.
Then in your code it would equal 1, since if(safeZonePercent > 1) then safeZonePercent = 1 end
So a red bar might be there, but it'd be microscopic. Mili is 1/1e3 of the standard.
Noted.
Working on SafeZone now. Maybe the lua compiler is insulted because of your --Madness!! comment :P
It's not. The spell pushback was to high in the old code, that should be fixed now however. The other issue was that attempting to cast another spell while channeling would cause the bar to hide, that should also be fixed now.
There's the issue with the safezone. It should be 1e3
Ah, that I haven't tested :) I'll get on it :P
I don't see any updates on http://ixo.no/git/oUF.git/ ? Are you using another repository?
http://wowinterface.com/downloads/info10076-oUFGrid.html
Both of those issues should have been fixed with the commits Moon Witch listed earlier.
Also, if I target someone who is casting and then change target to someone who is not, the target cast bar still remains.
Yes, and that's why I replied with noted on that one :(
The bugs I've reported are present in the latest oUF git.
Should be fixed now.
I changed it to 1e6, test it.
Sometimes this forum drives me mad:
Warning - while you were reading 5 new replies have been posted. You may wish to review your post.
Test situation, join a party, ask someone in range to pick a target, switch to raid group.
Their target should dissapear when switching but it doesn't.
Anyway: partytargets aren't headers, you can't just hide them. You have to run UnregisterUnitWatch(frame) before you hide them. You also need to run RegisterUnitWatche(frame) to show it again (no need for :Show()).
I added :Enable() and :Disable() to the oUF object, which does this for you.
partytarget is not a header.
I'll shut up after this.
1e3.
local safeZonePercent = (width / self.max) * (ms / 1e6)
-> tomath
safeZonePercent = (250/5) * (50ms/1000000)
safeZonePercent = 50 * 0.00005)
safeZonePercent = 0.0025
Then in your code it would equal 1, since if(safeZonePercent > 1) then safeZonePercent = 1 end
So a red bar might be there, but it'd be microscopic. Mili is 1/1e3 of the standard.
http://ixo.no/git/oUF.git/commit/?id=65dab7c84298bb3d9c08d93b85d34ffc145250c0