Is there a reason why SUF might be updating its bars slower than usual? This is what I did to test:
Jump from a high height enough to take fall damage. Then I notice the fall damage shows up in Combat Log and also in the Combat Text that SuF has, but the health bar doesn't decrease until ~0.5 sec later. The health text doesn't change instantly either.
You either disabled quick health updates or you're possibly imaging it. I double checked against OnUpdate and the event with SUF and it's updating as fast as Blizzard provides data.
You either disabled quick health updates or you're possibly imaging it. I double checked against OnUpdate and the event with SUF and it's updating as fast as Blizzard provides data.
Is this because I have an library missing or there's a toggle switch somewhere?
Edit:
Actually, never mind. I found the toggle. I did some experimenting and concluded that (on my system at least) it appears toggling "Enable quick health" actually does the reverse ... it seems to update faster when it's turned off.
Is this because I have an library missing or there's a toggle switch somewhere?
Edit:
Actually, never mind. I found the toggle. I did some experimenting and concluded that (on my system at least) it appears toggling "Enable quick health" actually does the reverse ... it seems to update faster when it's turned off.
Double checking in-game, UNIT_HEALTH_FREQUENT definitely fires when UNIT_HEALTH does at worse, so there's no way you will be seeing it update slower if you untoggle it.
A minor bug that I've been seeing in v3.4.2 (ever since the Molten Front / Hyjal dailies were released) is that the XP bar reappears after leaving any of the "vehicle" quests. For example, chucking bear cubs and flying around in "Calling the Flock" are implemented as vehicles, and when the player exits and the normal bars return, the XP bar appears. It stays visible until a loading screen even triggers a complete redo.
No idea. Just add a check so if auraType is "" (not nil, "") then you set it to "Enrage". That way if they fix it, you won't have to change anything immediately and can remove the auraType == "" check whenever.
Having a little problem with my Target Unit Frame - Text/Tags.
(On the Health Bar) Whats happening is the Left Text will disappear if it's not directly lined up on with the same Y line as the Right Text. Even if I anchor it to the Inside Right, or Inside Left, if the Left text doesn't have the same anchoring and Y location as the Right side text, it simply vanishes. Right side text is dominant, it will go wherever I place it... Left side just needs to match it... and I do not want to.
I know it works on the Player Unit Frame, in the Health Bar... Left and Right side can move independently, and not disappear.
Is there a reason why SUF might be updating its bars slower than usual? This is what I did to test:
Jump from a high height enough to take fall damage. Then I notice the fall damage shows up in Combat Log and also in the Combat Text that SuF has, but the health bar doesn't decrease until ~0.5 sec later. The health text doesn't change instantly either.
Actually something I forgot about, they do have a CVar for this. Can you run /dump GetCVar("predictedHealth") in game? If you see nil or 0 from the results, try running /script SetCVar("predictedHealth", "1") and then see if that fixes your issues.
Actually something I forgot about, they do have a CVar for this. Can you run /dump GetCVar("predictedHealth") in game? If you see nil or 0 from the results, try running /script SetCVar("predictedHealth", "1") and then see if that fixes your issues.
Result (regardless of whether Quick Health is enabled):
[1]="0"
After running /script SetCVar("predictedHealth", "1") and re-enabling Quick Health, and after doing 10 "falling" tests, it appears that the problem goes away.
Thanks! (Any clue what might have caused the variable to have an abnormal value?)
Jump from a high height enough to take fall damage. Then I notice the fall damage shows up in Combat Log and also in the Combat Text that SuF has, but the health bar doesn't decrease until ~0.5 sec later. The health text doesn't change instantly either.
Is this because I have an library missing or there's a toggle switch somewhere?
Edit:
Actually, never mind. I found the toggle. I did some experimenting and concluded that (on my system at least) it appears toggling "Enable quick health" actually does the reverse ... it seems to update faster when it's turned off.
Nope
Double checking in-game, UNIT_HEALTH_FREQUENT definitely fires when UNIT_HEALTH does at worse, so there's no way you will be seeing it update slower if you untoggle it.
Having a little problem with my Target Unit Frame - Text/Tags.
(On the Health Bar) Whats happening is the Left Text will disappear if it's not directly lined up on with the same Y line as the Right Text. Even if I anchor it to the Inside Right, or Inside Left, if the Left text doesn't have the same anchoring and Y location as the Right side text, it simply vanishes. Right side text is dominant, it will go wherever I place it... Left side just needs to match it... and I do not want to.
I know it works on the Player Unit Frame, in the Health Bar... Left and Right side can move independently, and not disappear.
Any ideas?
Do you have the reputation portion of the XP bar enabled by any chance?
Actually something I forgot about, they do have a CVar for this. Can you run /dump GetCVar("predictedHealth") in game? If you see nil or 0 from the results, try running /script SetCVar("predictedHealth", "1") and then see if that fixes your issues.
Result (regardless of whether Quick Health is enabled):
[1]="0"
After running /script SetCVar("predictedHealth", "1") and re-enabling Quick Health, and after doing 10 "falling" tests, it appears that the problem goes away.
Thanks! (Any clue what might have caused the variable to have an abnormal value?)
Nope. But I'm also seeing the same thing from Bartender4's XP bar, so who knows.