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    posted a message on Buff Tracking Questions
    In reply to the 2) reply:

    It'll scan their buffs looking for the 'checked' buffs (user selected) and show/hide an icon relevant to that buff next to the players name in the GUI. So not much action beyond the actual scan and compare part.
    Posted in: Lua Code Discussion
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    posted a message on Buff Tracking Questions
    Hi, i've recently been thinking about trying my hand at a buff tracking mod for raids (i'm aware there are already ones but i'd like to try it myself :) ), however I had two questions before I started I was hoping somebody may be able to answer...

    1) When you call UnitBuff, are you reading data already known to your client or does this info have to be retrieved from the server at the function call (i'm pretty sure its already known data, so no extra net activity, but I wanted to be sure).

    2) How 'expensive' is it to run my 'checker' function everytime you see UNIT_AURA (obviously only running it on the unit provided by the argument), mainly just curious if its going to be so frequent that it'll be a notable cost and slow things down running everytime?

    Thanks for any help,

    Zinar
    Posted in: Lua Code Discussion
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    posted a message on Having Trouble With Parser-3.0 (Cannot Unregister)
    I've been working on a mod that uses Parser-3.0 to track a select group of players in a raid in order to monitor their dps (start time + accumulated dmg etc), the problem i'm having though is with the UnregisterParserEvent() method; although I can register a particular filter without problem, trying to unregister that same filter does nothing (and a quick testing function to check if the filter is registered says it is not, even though its obviously parsing damage through).

    I'm registering filters like this:
    
    self:RegisterParserEvent({
    	eventType = "Damage",
    	sourceName = name,
    }, "CombatParseDamage")
    
    .. where name is the UnitName("unitID") of somebody in the raid in var form.
    
    To unregister the filter, I tried doing exactly the same as in the register like so:
    
    self:UnregisterParserEvent({
    	eventType = "Damage",
    	sourceName = name,
    })
    
    .. once again where name is the UnitName("unitID") of somebody (and i've verified its the right person so the name is identical in both cases.
    
    I even made a short function to test if a given name is registered: 
    
    function Div:CheckRegister()
    	if (self:IsParserEventRegistered({
    		eventType = "Damage",
    		sourceName = "Zinar,
    	})) then
    		self:Print("i'm registered")
    	else
    		self:Print("not registered")
    	end
    end
    
    ... even when registered and damage is being parsed and send to the combat function, the CheckRegister function still says there is no registered event.


    I'm sure its something simple i'm missing (usually is) but for the life of me I can't find what it is, and i'd rather not resort to some hacked together mash of unregistering all events then just re-registering the ones still needed.

    Thanks for any help anyone can give in working this out,

    Zin
    Posted in: Lua Code Discussion
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