So i'm trying to get my part frames to go horizontally, similarly to Coldfury's layout in oUF_Lighterfluid.
The code i've tried so far is Lighterfluids code(Produced an error) and this:
local party = oUF:Spawn("header", "oUF_Party")
party:SetManyAttributes("xOffset", 20, "point", "LEFT")
party:SetPoint("BOTTOM", 0, 300)
party:Show()
party:SetAttribute("showRaid", false)
Which doesn't produce an error but doesn't show anything.
Any help?
I can be wrong but
local party = oUF:Spawn('header', 'oUF_Party')
party:SetPoint('BOTTOM', UIParent, 'BOTTOM', 0, 300)
party:SetManyAttributes('xOffset', 20, 'showParty', true)
You can see that all my party frames are stacking on top of one another, any idea what's causing that?
local party = oUF:Spawn('header', 'oUF_Party')
party:SetPoint('BOTTOM', UIParent, 'BOTTOM', 0, 170)
party:SetManyAttributes('xOffset', 20, 'showParty', true, 'unitsPerColumn', 1)
party:Show()
party:SetAttribute("showRaid", false)
My party spawn code.
what was the error when only using "party:SetManyAttributes("xOffset", 20, "point", "LEFT")" ? because its working fine for me. i didnt update to ouf1.1 yet tho but i dont think haste changed something that could affect that.
maybe you had a typo or something..
Made a raid layout, about 80 lines.
It is heavily based on the new tag system (power tags doesnt work for some reason)
Got lots of hidden condition-based tags too on the left side.
Here's the raid layout i've been working on these days, it amazes me every day what can be done with oUF. Next step will be tags but hmmm later, i have so many 'if' conditions it scares me to even try.
local partyToggle = CreateFrame('Frame')
partyToggle:RegisterEvent('PLAYER_LOGIN')
partyToggle:RegisterEvent('RAID_ROSTER_UPDATE')
partyToggle:RegisterEvent('PARTY_LEADER_CHANGED')
partyToggle:RegisterEvent('PARTY_MEMBER_CHANGED')
partyToggle:SetScript('OnEvent', function(self)
if(InCombatLockdown()) then
self:RegisterEvent('PLAYER_REGEN_ENABLED')
else
self:UnregisterEvent('PLAYER_REGEN_ENABLED')
local _, zonetype = IsInInstance()
if(zonetype == 'pvp') then
party:Hide()
for _, v in ipairs(Raid) do v:Hide() end
else
if(GetNumRaidMembers() > 0) then
party:Hide()
for _, v in ipairs(Raid) do v:Show() end
else
party:Show()
for _, v in ipairs(Raid) do v:Hide() end
end
end
end
end)
Last time I used "InCombatLockdown()" it returned 1 in an event handler for "PLAYER_REGEN_ENABLED". So iirc you have to check the event aswell as using InCombatLockdown() for other events i.e.
if not InCombatLockdown() or event == "PLAYER_REGEN_ENABLED" then
so for the whole thing you would do:
local partyToggle = CreateFrame('Frame')
partyToggle:RegisterEvent("PLAYER_ENTERING_WORLD")
partyToggle:RegisterEvent('RAID_ROSTER_UPDATE')
partyToggle:RegisterEvent('PARTY_LEADER_CHANGED')
partyToggle:RegisterEvent('PARTY_MEMBER_CHANGED')
partyToggle:SetScript('OnEvent', function(self, event)
if not InCombatLockdown() or event == "PLAYER_REGEN_ENABLED" then
self:UnregisterEvent("PLAYER_REGEN_ENABLED")
if event == "PLAYER_ENTERING_WORLD" and select(2, IsInInstance()) == "pvp" then
-- Do what you want when inside a Battleground
else
--Stuff to do when your outside of battleground
end
else
self:RegisterEvent("PLAYER_REGEN_ENABLED")
end
end)
I have a question regarding buff/debuff filtering.
Is it possible to not show certain buffs depending on criterias like duration or name?
As far as I understand, buff.filter = true is only a switch between displaying class buffs or all buffs, correct?
Here's the raid layout i've been working on these days, it amazes me every day what can be done with oUF. Next step will be tags but hmmm later, i have so many 'if' conditions it scares me to even try.
Your raid health code seems messed up, a good example is the 5th member of group 4
Your raid health code seems messed up, a good example is the 5th member of group 4
Yes i've noticed that too, but the problem (as usual with me) it only happen once in a while so it's kinda hard to me to track down what's going wrong, 99% of the time it's just fine but when it bugs, it does like on the screenshot or simply shows 1. Weird thing being, it's one health code for all the frames, my raid not being in a separate file. Other weird thing, if something was wrong it should be wrong for every players... Anyway, yes yes weird :)
I can be wrong but
almost
http://img246.imageshack.us/img246/9389/partyissuesvb9.jpg
You can see that all my party frames are stacking on top of one another, any idea what's causing that?
My party spawn code.
party:SetManyAttributes(
"showParty", true,
"showRaid", false,
"columnSpacing", 75,
"unitsPerColumn", 2,
"maxColumns", 2,
"columnAnchorPoint", "LEFT",
"yOffset", -25
)
Note : columnAnchorPoint there. That's why they stack on top of eachother.
what was the error when only using "party:SetManyAttributes("xOffset", 20, "point", "LEFT")" ? because its working fine for me. i didnt update to ouf1.1 yet tho but i dont think haste changed something that could affect that.
maybe you had a typo or something..
It is heavily based on the new tag system (power tags doesnt work for some reason)
Got lots of hidden condition-based tags too on the left side.
http://upload.snelhest.org/images/080926WoWScrnShot_092608_001251.jpg
Also an update to the main layout with some tags instead of old if-checks
pelim, I love yours btw. Would love to see the code for the raid section.
evertime, I tried to combine the stuff in one layout I keep getting errors with
how would I call upon the party & partypets with out getting errors?
Last time I used "InCombatLockdown()" it returned 1 in an event handler for "PLAYER_REGEN_ENABLED". So iirc you have to check the event aswell as using InCombatLockdown() for other events i.e.
so for the whole thing you would do:
Is it possible to not show certain buffs depending on criterias like duration or name?
As far as I understand, buff.filter = true is only a switch between displaying class buffs or all buffs, correct?
Your raid health code seems messed up, a good example is the 5th member of group 4
Filter is the following on live:
http://www.wowwiki.com/API_UnitBuff
http://www.wowwiki.com/API_UnitDebuff
Yes i've noticed that too, but the problem (as usual with me) it only happen once in a while so it's kinda hard to me to track down what's going wrong, 99% of the time it's just fine but when it bugs, it does like on the screenshot or simply shows 1. Weird thing being, it's one health code for all the frames, my raid not being in a separate file. Other weird thing, if something was wrong it should be wrong for every players... Anyway, yes yes weird :)