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    posted a message on IceHUD
    After a few days, everything is looking good to me. I like the idea of a v1.1 too. Thanks for the work. :)
    Posted in: Unit Frames
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    posted a message on IceHUD
    I had BT, so I can't be sure, but looks good. I couldn't break it, anyway. I'll do some more PVP testing tomorrow.

    Edit: Self casting bar works pretty well. Enemy casting bar still isn't effected by interrupts, ie. kick.

    Edit 2: Hmm, sometimes it works.
    Posted in: Unit Frames
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    posted a message on IceHUD
    Maybe that CHAT_MSG_SPELL_FAILED_LOCALPLAYER event... It triggers whenever your spell cast fails, for any reason, including already casting a spell, out of mana, out of energy, out of range, etc etc etc...
    Posted in: Unit Frames
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    posted a message on IceHUD
    Ok, based on the code you added, I made a few assumptions, and I think I fixed that lag error thing. If any of these are wrong, maybe I broke something.

    1. In the Enable function of the castbar, none of the events interfere with each other, ie. adding more won't break existing ones.
    2. New functions called by those newly registered events won't override other functions, triggered by other events.

    Anyway, adding

    self:RegisterEvent("CHAT_MSG_SPELL_FAILED_LOCALPLAYER", "SpellCastChatFail")

    to the Enable function in IceCastBar, and then down below adding

    function IceCastBar.prototype:SpellCastChatFail()
    self.current = nil
    self:StartBar(IceCastBar.Actions.Failure, "Interrupted")
    end

    seems to fix the "mashing 2 then w" problem.

    Edit: Breaks the enemy cast bar. Anyway to add a check so that it only resets your cast bar?
    Posted in: Unit Frames
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    posted a message on IceHUD
    Quote from Parnic »

    Try out r58991 whenever you get a chance. I implemented Quartz's method you posted earlier and from my limited testing (I don't usually use ice cast bar or pvp much ;)) it seems to be working properly. Let me know the results!


    Better, but still one bug that I noticed. Interrupts seem to work, but now if you manually interrupt a spell quickly enough, ie, mash "2" then "w" real quick, the cast bar ignores the interrupt part, and you get a full cast bar, even though you're running forward. Probably due to lag? Like, maybe the interrupt occurs before the start cast event?

    PS. You're my hero.
    Posted in: Unit Frames
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    posted a message on IceHUD
    Added a quick line to send a message to chat when you get interrupted to test. Appears UNIT_SPELLCAST_INTERRUPTED doesn't trigger. I tried with kicks from a rogue, maybe other interrupts still work (doubt it, as I didn't notice CS/earthshock working earlier, but I was busy trying not to die, so might just have missed it).
    Posted in: Unit Frames
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    posted a message on IceHUD
    Yeah, the new version works great, thanks.

    I was looking through Quartz's code, because their cast bar still works, but I've never looked at LUA before, so I don't really know what I'm doing. From what I could see though, it looks like Quartz checks for an interrupt like this:

    function QuartzInterrupt:OnEnable()
    self:RegisterEvent("CHAT_MSG_SPELL_HOSTILEPLAYER_DAMAGE", 'CheckInterrupt')
    self:RegisterEvent("CHAT_MSG_SPELL_CREATURE_VS_SELF_DAMAGE", 'CheckInterrupt')

    while IceHud is doing a single line check for interrupt events:

    self:RegisterEvent("UNIT_SPELLCAST_INTERRUPTED", "SpellCastInterrupted") -- unit

    Of course, I have no idea if these are for different things, but if the IceHud event was changed last patch, or something?
    Posted in: Unit Frames
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    posted a message on IceHUD
    Not sure why, but the most recent revision (58796) won't work for me, at all. /icehud gives an error, and there's no visible hud, even though the addon screen immediately after login shows IceHud as enabled. I tried manually installing LibSharedMedia-2.0, but that didn't seem to have any effect either.

    Secondly, I was noticing that with the new patch, 2.3.2, both my castbar, and the enemy castbar fails to recognize interrupts and stop the bar. For example, if I cancel a heal either by moving or hitting escape or whatever, the cast bar stops wherever it is and fades away, after turning red briefly. It used to work for kicks and other interrupts, but now, even if you get counterspelled or whatever, the castbar continues for the remaining time of the cast, unless you begin a new cast (different spell school or something). Both enemy spells that I interrupt, and my own that get interrupted behave the same way. Is anyone else getting this?
    Posted in: Unit Frames
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