Would there be any way to write a Grid plug-in that would work like the Center icon but display multiple icons up to a max and center/justify themselves?...
The answer is yes, but that also means someone has to write your custom code or a new plugin. In turn that means your reason for wanting this needs to be clear and compelling.
An alternative answer is to use Grid2 which lets you create and place text / square / icon indicators wherever you want. However Grid2 is still under development and from time to time needs a complete reset. Since the Grid2 defaults do not set this 4 icon thing up for you (you have to manually add them) it means any time you need to reset you will also have to add the extra icons again as well.
Even then, Grid2 will not dynamically center them though, each of the 4 will have a specific location.
A follow up question to you though is why you would want to see all curable debuffs this way?
For instance as a druid I can cure poison and curses, so I use 3 icons in a row in the center: left for poison, middle for raid debuffs, right for curses. So the left and right ones I can dispel. The middle one tells me I need to heal like mad or something.
Seeing the two I cannot do anything about is not useful to me. I could place them at low priority on the center icon though.
Paladins and shamans would need one more icon in such a scheme, or just stack them in some order all on one icon.
If I am a raid leader and want to see debuffs for the entire raid then I guess what you want is ok. Still, it is better to use something like recount to see which dispellers are doing their job and which are slacking for a fight.
As for the quadrant thing, you can do that in Grid2 by just placing 4 scaled down icons next to each other in a square pattern.
Any chance of getting it updated to work with the newest version of Grid (not to be confused with Grid2)? The newest Grid breaks Indicators: Text3 and I am an info whore that likes to be able to see name/health deficit/incoming heals each on separate lines.
I had to revert to older versions of Grid and other Grid components to keep using it.
I don't think that reverting changes (GridStatusRaidIcons, GridIndicatorSideIcons, GridStatusMTs and others) that fixed acquiring grid modules wasn't a good idea, since it appears that Grid won't expose those globals in new versions. Phanx fixed it as it seems, but GridIndicatorSideIcons still has reverted reference to GridFrame.
Any chance of getting GridIndicatorSideIcons fixed to work with the latest version of Grid? I tried to debug it myself, but switching to r48 or tinkering with the newer module support method did not seem to change its decision to not show at all. :(
Any chance of getting GridIndicatorSideIcons fixed to work with the latest version of Grid? I tried to debug it myself, but switching to r48 or tinkering with the newer module support method did not seem to change its decision to not show at all. :(
I'm already using the latest version of Grid (r1282) and the latest version of GridIndicatorSideIcons (r49). I tried r48 of GridIndicatorSideIcons as well, but it did not change anything.
When I disable Grid on an alt by unchecking Grid > Enable, the following Lua error occurs everytime I log on that alt:
1x GridIndicatorText3-30300-2beta\GridIndicatorText3.lua:98: attempt to index field 'text3' (a nil value)
AceAddon-2.0-91096 (Ace2):983: in function <Ace2\AceAddon-2.0\AceAddon-2.0.lua:976>
<in C code>: ?
AceEvent-2.0-91097 (Ace2):260: in function `TriggerEvent'
AceEvent-2.0-91097 (Ace2):910: in function <Ace2\AceEvent-2.0\AceEvent-2.0.lua:903>
It's never a good idea to make an addon that depends on an other addon, my bad.
Since Pastamancer quit developing Grid I simply do not like the direction Grid is going...Hey, I still use Grid, but I need to remove sooooo much silly things from the official Grid code (and btw from the required Ace2/... libraries - eg LibHealComm/SendAddonMessage shit)...the point will come I will not update any Grid-depended Addon from me here because it takes to much time to update them...updates without benefit! tzzz
Hey, my modified Grid here works very well without errors, why should I fight with someone who bxxxxs exxxy Gxxd mxxxxe, wxo rxxxxxs wxxxxxxxxxs axd gxxxxxs wxxxxt a sxxxxe lxxe of axxxxxxxxxxt in txe oxxxxxxl Gxxd txxxxd ... jxxt to axd hxs nxxe to txe cxxxxxs? tzzz
MTs module doesn't seem to work most of the time. When I first installed it, it worked, but after wipe it faded and I couldn't make it re-appear by any means: relog, reloadui, joining other raid and marking MTs again, nothing works.
Could you please tell me what can I try to do within lua file maybe or some way to debug it?
I do use many other indicators, and never had troubles with them. Was assigning MTs to show the border around the person to clearly see him in grid.
Since Pastamancer quit developing Grid I simply do not like the direction Grid is going.
What direction is that, exactly? Since Pastamancer appointed me as Grid's official maintaner, I haven't added a single new feature. I've fixed a number of bugs that had been around forever, made some changes to update the addon for recent WoW patches, and made some minor code optimizations. Maybe I'm missing something, but I don't see how those things are taking Grid in any "direction"...
The only thing I can think of is that you're still upset that I removed some unnecessary globals from Grid, and tried to save you time and effort by committing the appropriate changes to your plugins' open repositories.
...The only thing I can think of is that you're still upset that I removed some unnecessary globals from Grid, and tried to save you time and effort by committing the appropriate changes to your plugins' open repositories.
That is incorrect. Mod wide breaking changes were made that accomplished the following:
GridFrame = _G["GridFrame"]
became
local GridFrame = Grid:GetModule("GridFrame")
The last time breaking changes were made it was with the switch from unit name to unitguid. It was a large and necessary change to resolve numerous bugs.
So the question is what is the good that comes out of this removing a handful of variables out of _G? What bugs are fixed, what issues are resolved? (Helpful hint: Hash table performance is independent of hash table size).
and it still doesn't work. I've checked it three times, am I not seeing a mistake I made, or does "fixing" GridIndicatorText3 involve more than this? In previewing this message it looks like there's a space between the "a" and "t" in the last part, but that's some weird web thing, it doesn't exist in the lua file (attached as txt).
I'm not trying to be lazy in asking for more assistance, I simply don't know lua (although it's on my "To Do" list) so I have no clue where to go from here - and I can't imagine Grid without this component. I wish they could/would bundle it into core Grid; it would save me the stress I experience every time they "break" Grid modules with code changes. :(
...I wish they could/would bundle it into core Grid; it would save me the stress I experience every time they "break" Grid modules with code changes...
That is what Grid2 is all about. You can create and place as many icon / text / square indicators as you want and they all have the same exact functionality. Right now you can replace your current stress with the stress of setting up Grid2 from scratch when breaking changes are made to it since it is still alpha software. On the other hand, it has strong defaults that set it and its plugins up to be fully functional and icc hard mode ready from scratch.
The answer is yes, but that also means someone has to write your custom code or a new plugin. In turn that means your reason for wanting this needs to be clear and compelling.
An alternative answer is to use Grid2 which lets you create and place text / square / icon indicators wherever you want. However Grid2 is still under development and from time to time needs a complete reset. Since the Grid2 defaults do not set this 4 icon thing up for you (you have to manually add them) it means any time you need to reset you will also have to add the extra icons again as well.
Even then, Grid2 will not dynamically center them though, each of the 4 will have a specific location.
A follow up question to you though is why you would want to see all curable debuffs this way?
For instance as a druid I can cure poison and curses, so I use 3 icons in a row in the center: left for poison, middle for raid debuffs, right for curses. So the left and right ones I can dispel. The middle one tells me I need to heal like mad or something.
Seeing the two I cannot do anything about is not useful to me. I could place them at low priority on the center icon though.
Paladins and shamans would need one more icon in such a scheme, or just stack them in some order all on one icon.
If I am a raid leader and want to see debuffs for the entire raid then I guess what you want is ok. Still, it is better to use something like recount to see which dispellers are doing their job and which are slacking for a fight.
As for the quadrant thing, you can do that in Grid2 by just placing 4 scaled down icons next to each other in a square pattern.
I had to revert to older versions of Grid and other Grid components to keep using it.
Thanks for a great addon!
Please update Grid, e.g. r1282 - http://www.wowace.com/addons/grid/files/.
I'm already using the latest version of Grid (r1282) and the latest version of GridIndicatorSideIcons (r49). I tried r48 of GridIndicatorSideIcons as well, but it did not change anything.
1x GridIndicatorText3-30300-2beta\GridIndicatorText3.lua:98: attempt to index field 'text3' (a nil value)
AceAddon-2.0-91096 (Ace2):983: in function <Ace2\AceAddon-2.0\AceAddon-2.0.lua:976>
<in C code>: ?
AceEvent-2.0-91097 (Ace2):260: in function `TriggerEvent'
AceEvent-2.0-91097 (Ace2):910: in function <Ace2\AceEvent-2.0\AceEvent-2.0.lua:903>
---
Version r47
Since Pastamancer quit developing Grid I simply do not like the direction Grid is going...Hey, I still use Grid, but I need to remove sooooo much silly things from the official Grid code (and btw from the required Ace2/... libraries - eg LibHealComm/SendAddonMessage shit)...the point will come I will not update any Grid-depended Addon from me here because it takes to much time to update them...updates without benefit! tzzz
Hey, my modified Grid here works very well without errors, why should I fight with someone who bxxxxs exxxy Gxxd mxxxxe, wxo rxxxxxs wxxxxxxxxxs axd gxxxxxs wxxxxt a sxxxxe lxxe of axxxxxxxxxxt in txe oxxxxxxl Gxxd txxxxd ... jxxt to axd hxs nxxe to txe cxxxxxs? tzzz
but okay, I update them...soon
Could you please tell me what can I try to do within lua file maybe or some way to debug it?
I do use many other indicators, and never had troubles with them. Was assigning MTs to show the border around the person to clearly see him in grid.
What direction is that, exactly? Since Pastamancer appointed me as Grid's official maintaner, I haven't added a single new feature. I've fixed a number of bugs that had been around forever, made some changes to update the addon for recent WoW patches, and made some minor code optimizations. Maybe I'm missing something, but I don't see how those things are taking Grid in any "direction"...
The only thing I can think of is that you're still upset that I removed some unnecessary globals from Grid, and tried to save you time and effort by committing the appropriate changes to your plugins' open repositories.
Check the Grid thread. It's an easy fix.
change the following lines
local GridFrame = GridFrame
to
local GridFrame = Grid:GetModule("GridFrame")
and
GridIndicatorSideIcons = GridStatus:NewModule("GridIndicatorSideIcons")
to
GridIndicatorSideIcons = Grid:GetModule("GridStatus"):NewModule("GridIndicatorSideIcons")
That is incorrect. Mod wide breaking changes were made that accomplished the following:
The last time breaking changes were made it was with the switch from unit name to unitguid. It was a large and necessary change to resolve numerous bugs.
So the question is what is the good that comes out of this removing a handful of variables out of _G? What bugs are fixed, what issues are resolved? (Helpful hint: Hash table performance is independent of hash table size).
Gahhh!!! I wish I had found this earlier! I figured it out on my own - but this would have saved me so much time :|
local GridFrame = Grid:GetModule("GridFrame")
and
GridIndicatorText3 = Grid:GetModule("GridStatus"):NewModule("GridIndicatorText3")
and it still doesn't work. I've checked it three times, am I not seeing a mistake I made, or does "fixing" GridIndicatorText3 involve more than this? In previewing this message it looks like there's a space between the "a" and "t" in the last part, but that's some weird web thing, it doesn't exist in the lua file (attached as txt).
I'm not trying to be lazy in asking for more assistance, I simply don't know lua (although it's on my "To Do" list) so I have no clue where to go from here - and I can't imagine Grid without this component. I wish they could/would bundle it into core Grid; it would save me the stress I experience every time they "break" Grid modules with code changes. :(
Thanks!
That is what Grid2 is all about. You can create and place as many icon / text / square indicators as you want and they all have the same exact functionality. Right now you can replace your current stress with the stress of setting up Grid2 from scratch when breaking changes are made to it since it is still alpha software. On the other hand, it has strong defaults that set it and its plugins up to be fully functional and icc hard mode ready from scratch.
Cheers