Is it possible to limit the number of tanks listed? I have a frame just for them and want to limit it to 5, but sometimes leaders go crazy and put a bunch of players-of-interest up there.
Not at this time. We could expose the maxColumns setting for the groups and then Maximum Columsn * Units per Column would be Maximum Units shown. I'm not sure if we have assumptions in code that makes the difficult or not. Open an enhancement ticket.
Also, it would cool if there was a "default" layout, where you could define options, like typeface, etc...and then have a "Use defaults" checkbox on other layouts under each major subsection (like text, auras, etc), so in the event you want to change something globally (or revert to defaults), it would be easy to do so.
Sounds like you're asking for inheritance. I don't think we're likely to do this. But I've thought about making a way to mass edit multiple layouts at the same time or at least all layouts. So things like fonts, textures, etc could be changed globally quickly.
Neither background nor border are sufficiently bold enough for me, so at the moment I'm using Health Bar, but it would be nice for it to be a red highlight similar to mouseover or debuffs.
Neither background nor border are sufficiently bold enough for me, so at the moment I'm using Health Bar, but it would be nice for it to be a red highlight similar to mouseover or debuffs.
You can open an enhancement ticket for this but I'm disinclined to add any more options to the Aggro module. The options we have were meant to be hold overs till we can get around to implementing a more proper notification system so that all the different modules that highlight things can have access to the same methods without conflicting with each other.
I've got this tag at my player frame for indicating whether I have to switch my weapon buff (TalentSpecc1: Restoration -> Earthliving, TalentSpecc2: Elemental -> Flametongue)
Everything works without problems aside from the situation when I switch my talents. I have to cast the weapon buff 2 times to make the icon update itself correctly. I think it's the missing event when the dualspec feature is used. The only event I'm using for this is UNIT_INVENTORY_CHANGED set to only the unit (arg1) which is affected.
Add ACTIVE_TALENT_GROUP_CHANGED with the All checkbox set to the Events under Modules, LuaTexts and then check ACTIVE_TALENT_GROUP_CHANGED to your text. That should trigger the update you need.
Really nice work on pitbull 4, replaced pitbull 3 today and love it allready.
The only change I might suggest [excuse me if this allready exists I have not checked through 100% of settings], would be to allow modification of how close frames are moved before they clip together, or at the very least allow it to be turned on and off.
The only change I might suggest [excuse me if this allready exists I have not checked through 100% of settings], would be to allow modification of how close frames are moved before they clip together, or at the very least allow it to be turned on and off.
Might want to put that somewhere in big red text in the configuration panels. I spent hours looking for that feature a week or two ago before I found out about shift :P.
I noticed health, mana, rage, etc bars in Grid update quicker than Pitbull. Is this something you guys will be addressing or have addressed?
We're both responding to the same events. Someone has to get the event first. My guess would be Grid loads first (assuming alphabetical loading) so registers the events first and gets them first.
Even still I wouldn't imagine that would have a noticeable delay. At least not for Power bars. If you're using something like the quickhealth module then I could see that health might be faster. I haven't gotten around to testing to see if using LibQuickhealth is really faster.
We're both responding to the same events. Someone has to get the event first. My guess would be Grid loads first (assuming alphabetical loading) so registers the events first and gets them first.
Even still I wouldn't imagine that would have a noticeable delay. At least not for Power bars. If you're using something like the quickhealth module then I could see that health might be faster. I haven't gotten around to testing to see if using LibQuickhealth is really faster.
Yeah I do have the quickhealth module installed, so there is a noticeable difference between the two. It's certainly not as long as a second, but I see the delay nonetheless.
I in return notice that Grid looses my pets a lot of times upon entering combat. On my hunter and my warlock it will sometimes cease to update the pet frames which work fine in pitbull.
You can open an enhancement ticket for this but I'm disinclined to add any more options to the Aggro module. The options we have were meant to be hold overs till we can get around to implementing a more proper notification system so that all the different modules that highlight things can have access to the same methods without conflicting with each other.
Well then get the proper notification system done! By tomorrow! You should be working on this 24 hours a day for free for us users!!!
I've been facedesking 1 hour now. Tried to find a solution, my searches in this thread absolutely failed (found irrelevant stuff). I was wondering how I could reverse the colours of debuffs and buffs on hostile targets. Right now hostile target buffs are red and their debuffs green. I want them as they were on PB3 since I use another addon to keep track of my own debuffs.
I'm sure this has already been mentioned however I will add it anyway.
I'm the main tank for my guild and I use pitbull because of the ease with which I can configure unit frames to make my screen cleaner and to make it easier for me to keep track of what is going on with my primary targets.
To be honest I would and wanted to switch to this new version immediately but I didn't because of the difficulty to set up individual frames. It seems that setting up one frame influences them all and that really isn't a viable option for me when I have some set to show me nothing but a health bar to maintain as much open space on my screen for maximum visibility as I can.
I think what you're missing is the template system for frames implemented in pb4. It makes what you wish to use pitbull for soooo much easier. One template for your frame, one for everything else (i assume as a tank that you, like myself, want only health/name/etc for target/raid/party/etc).
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You can open an ehancement ticket for something like this but I have no idea when and if we'll get around to curved bars.
Not at this time. We could expose the maxColumns setting for the groups and then Maximum Columsn * Units per Column would be Maximum Units shown. I'm not sure if we have assumptions in code that makes the difficult or not. Open an enhancement ticket.
Sounds like you're asking for inheritance. I don't think we're likely to do this. But I've thought about making a way to mass edit multiple layouts at the same time or at least all layouts. So things like fonts, textures, etc could be changed globally quickly.
Neither background nor border are sufficiently bold enough for me, so at the moment I'm using Health Bar, but it would be nice for it to be a red highlight similar to mouseover or debuffs.
You can open an enhancement ticket for this but I'm disinclined to add any more options to the Aggro module. The options we have were meant to be hold overs till we can get around to implementing a more proper notification system so that all the different modules that highlight things can have access to the same methods without conflicting with each other.
Add ACTIVE_TALENT_GROUP_CHANGED with the All checkbox set to the Events under Modules, LuaTexts and then check ACTIVE_TALENT_GROUP_CHANGED to your text. That should trigger the update you need.
The only change I might suggest [excuse me if this allready exists I have not checked through 100% of settings], would be to allow modification of how close frames are moved before they clip together, or at the very least allow it to be turned on and off.
Hold down shift when moving.
I noticed health, mana, rage, etc bars in Grid update quicker than Pitbull. Is this something you guys will be addressing or have addressed?
We're both responding to the same events. Someone has to get the event first. My guess would be Grid loads first (assuming alphabetical loading) so registers the events first and gets them first.
Even still I wouldn't imagine that would have a noticeable delay. At least not for Power bars. If you're using something like the quickhealth module then I could see that health might be faster. I haven't gotten around to testing to see if using LibQuickhealth is really faster.
Yeah I do have the quickhealth module installed, so there is a noticeable difference between the two. It's certainly not as long as a second, but I see the delay nonetheless.
Well then get the proper notification system done! By tomorrow! You should be working on this 24 hours a day for free for us users!!!
:evil:
;D;D
See my reply to your ticket.
thanks
I'm the main tank for my guild and I use pitbull because of the ease with which I can configure unit frames to make my screen cleaner and to make it easier for me to keep track of what is going on with my primary targets.
To be honest I would and wanted to switch to this new version immediately but I didn't because of the difficulty to set up individual frames. It seems that setting up one frame influences them all and that really isn't a viable option for me when I have some set to show me nothing but a health bar to maintain as much open space on my screen for maximum visibility as I can.