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    posted a message on PitBull 2.0
    Quote from niggurath »

    hey guys,

    is it actually possible to limit pitbull to just show raidframes 1-5?


    well i changed it in the code for now. But an option to force pitbull not to show all raidframes would be sweeeet ^-^
    Posted in: Unit Frames
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    posted a message on PitBull 2.0
    yep and as we often are more than 25 ppl in our sunwell raid. it shows grp6 :/
    Posted in: Unit Frames
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    posted a message on PitBull 2.0
    hey guys,

    is it actually possible to limit pitbull to just show raidframes 1-5?
    Posted in: Unit Frames
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    posted a message on Unofficial oUF - methods used for layouts
    hey guys, thx for discussing my issue. couldn't answer til now cause we were raiding twins.

    at first my "updateNameRaid"

    local updateNameRaid = function(self, event, unit)
      local color = "|cff00FF00"
      if(self.unit ~= unit) then return end
    
      if UnitIsPVP(unit)then
        color = "|cff00FF00"
      else
        color = "|cffFFFFFF"
      end
    	name = self.Name
    
    	if(UnitIsDead(unit)) then
    		name:SetText"Dead"
    		name:SetVertexColor(.5, .5, .5)
    	elseif(UnitIsGhost(unit)) then
    		name:SetText"Ghost"
    		name:SetVertexColor(.5, .5, .5)
    	elseif(not UnitIsConnected(unit)) then
    		name:SetText"Off"
    		name:SetVertexColor(.5, .5, .5)
    	else
    		name:SetText(color..UnitName(unit):sub(1, 4))
    	end
    end


    in fact i am not using the same font in my raid frames. somehow i forgot to change that. because i like the font i use on all other frames ^-^
    gonna change this for tomorrow's raid.
    But i guess your idea with sub for shortening the names is correct.
    Are there any other ways to shorten names safely?
    Posted in: Unit Frames
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    posted a message on Unofficial oUF - methods used for layouts
    http://img393.imageshack.us/my.php?image=vdfgsdvn1.jpg

    hey guys.

    on this picture you can see my target frame and my raid frame. any ideas why the name on the raidframe is spelled wrong?

    name code for target frame
      -- Names
      local name = hp:CreateFontString(nil, "OVERLAY")
      name:SetPoint("TOPLEFT", hp, 2, -3)
      name:SetJustifyH"LEFT"
      name:SetFont(font, fontheight)
      name:SetTextColor(1,1,1)
      self.Name = name
      self.UNIT_NAME_UPDATE = updateName


    name code for raid frame

    	local name = hp:CreateFontString(nil, "Overlay") -- call raidnames
    	name:SetPoint("LEFT", hp, "LEFT", 0, 1)
    	name:SetPoint("RIGHT", hp, "RIGHT", 0, 1)
    	name:SetJustifyH"CENTER"
    	name:SetFontObject(GameFontHighlight)
        name:SetTextHeight(13)
        name:SetTextColor(1,1,1)
        self.Name = name
        self.UNIT_NAME_UPDATE = updateNameRaid
    Posted in: Unit Frames
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    posted a message on Unofficial oUF - methods used for layouts
    Quote from p3lim »

    http://pastey.net/87092-1e8m:87091-3v5q

    patch / idea / fix for oUF:SetAuraPosition()

    If not help me make it work with the current, cause changing the height on the debuff/buff frame doesnt help, and the growth-x/y positions doesnt work whatsoever. Using a callback atm.

    (the aura.x/aura.y was just an idea)


    i guess this is about buffs and debuffs won't grow in y-direction right?
    this is something thats bugging me too since i started building my layout :/
    Posted in: Unit Frames
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    posted a message on Unofficial oUF - methods used for layouts
    Quote from haste »

    Do you need it in the call? You can already access it from button.frame :).


    yay!

    if button.frame:GetParent():GetName():match"oUF_Raid" then
      button:EnableMouse(false) --makes debuff clickthrough
    end


    did it ^-^

    Where is something else i' thinking about. When i am standing in Shatt my Layout stays at around 30kb. But when i am in a raid and there is some heavy action going on the memory use of my layout is growing pretty fast.
    Is this the intended way or am i doing something wrong?
    Posted in: Unit Frames
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    posted a message on Unofficial oUF - methods used for layouts
    Quote from Ammo »

    Not unless haste fixes the call to PostCreateAuraIcon to include the unitframe object :)

    -Ammo


    thats exactly what i was missing in aura.lua ^-^


    @Haste: oUF rocks :)
    Posted in: Unit Frames
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    posted a message on Unofficial oUF - methods used for layouts
    Alright, setting EnableMouse(false) in PostAuraCreateIcon works nearly perfect. ^^

    Is it possible to make a difference between between each frame? I mean can i disable Mouse on my "Raidframes" and Enable it on my Targetframe?
    Posted in: Unit Frames
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    posted a message on Unofficial oUF - methods used for layouts
    hi, thx for your answer.

    i already tried this command, but it didn't do the trick.

      -- Debuffs
      local debuffs = CreateFrame("Frame", nil, self)
      debuffs:EnableMouse(false)
      debuffs.size = 20 * 1.3
      debuffs:SetHeight(debuffs.size)
      debuffs:SetWidth(debuffs.size * 5)
      debuffs:SetPoint("LEFT", self, "RIGHT", 5, 0)
      debuffs.initialAnchor = "TOPLEFT"
      debuffs.filter = false
      debuffs.num = 2 -- max debuffs
      self.Debuffs = debuffs


    this is what my debuff frame code looks like. i guess i am doing something stupid there :/
    Posted in: Unit Frames
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    posted a message on Unofficial oUF - methods used for layouts
    Quote from niggurath »

    1) click through debuffs

    ...


    question 2) distorted playername text in raidframes

    ...



    Ok, so i got the problem with the distorted font solved. I increased the fontsize.

    But i am still having problems to make a "debuff" frame clickthrough-able.
    Posted in: Unit Frames
  • 0

    posted a message on Unofficial oUF - methods used for layouts
    1) click through debuffs

    -- create healthbar and manabar
        self:SetWidth(50) 
    	self:SetHeight(33)
        hp:SetHeight(32)
        hp:SetOrientation("VERTICAL") 
        hp:SetFrameLevel(2)
        pp:SetHeight(0)
        hpp:Hide() -- Hide health values
        ppp:Hide() -- Hide powerbar values
    
    -- create Playername cbject    
    	local name = hp:CreateFontString(nil, "Overlay") -- call raidnames
    	name:SetPoint("LEFT", hp, "LEFT", 0, 1)
    	name:SetPoint("RIGHT", hp, "RIGHT", 0, 1)
    	name:SetJustifyH"CENTER"
    	name:SetFontObject(GameFontHighlight)
        name:SetTextHeight(12)
        name:SetTextColor(1,1,1)
        self.Name = name
        self.UNIT_NAME_UPDATE = updateNameRaid
    
    -- create debuff frame    
        debuffs:ClearAllPoints()
    	debuffs.size = self:GetHeight() * .70
    	debuffs:SetHeight(debuffs.size)
    	debuffs:SetWidth(debuffs.size * 1)
    	debuffs:SetPoint("TOP", hp, "TOP", 0, -5)
        debuffs:SetFrameLevel(3)
        debuffs.filter = true
        debuffs:SetAttribute("type", unit)
        debuffs.num = 1


    question 2) distorted playername text in raidframes

    oUF:RegisterStyle("Raid", setmetatable({
    	["initial-width"] = width,
    	["initial-height"] = height,
        ["initial-scale"] = 1,
    }, {__call = func}))
    
    oUF:SetActiveStyle("Raid")
    local raid1 = oUF:Spawn("header", "oUF_Raid1")
    raid1:SetManyAttributes("showRaid", true, "sortDir", "DESC", "xOffset", 5, "point", "LEFT", "groupFilter", "1")
    raid1:ClearAllPoints()
    raid1:SetPoint("TOPLEFT", UIParent, "TOPRIGHT", -875, -915)
    raid1:Show()
    local raid2 = oUF:Spawn("header", "oUF_Raid2")
    raid2:SetManyAttributes("showRaid", true, "sortDir", "DESC", "xOffset", 5, "point", "LEFT", "groupFilter", "2")
    raid2:ClearAllPoints()
    raid2:SetPoint("BOTTOMLEFT", raid1, "TOPLEFT", 0, 5)
    raid2:Show()
    
    groups 3 to 8 are like raid2, just incrementing the number ^^
    Posted in: Unit Frames
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    posted a message on Unofficial oUF - methods used for layouts
    hey guys,

    i recently started building my own layout.

    now i have 2 questions for you, since i am not done reading the whole thread ^^

    1. how can i click through a debuff on my party/raidframe?
    2. when i create a raid the names on the newly created frames are somehow hard to read. if i /rl everything is fine. Any ideas?
    Posted in: Unit Frames
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    posted a message on [2.4] Weired Bug with several Addons
    thx for the links AzCastBar is fine for me.

    oCB2 is the good old oCB modified to use ace2 libs.

    last revision was 21925 on wowace, but i think you can't download it anymore.

    ## Interface: 20000
    ## Title: oCB2|cff7fff7f -Ace2-|r
    ## Title-koKR: |CFF99FF99|CFFFFFFFFo|CFF99FF99CB|CFFFFFF002|cff7fff7f -Ace2-|r
    ## Author: Haste
    ## Version: 2.0.0
    ## Notes: A casting bar replacement
    ## Notes-koKR: ?? ??? ??? ?????.
    ## Notes-zhTW: ?????????
    ## eMail: [email]troeks@gmail.com[/email]
    ## DefaultState: Enabled
    ## OptionalDeps: Ace2, SurfaceLib
    ## LoadOnDemand: 0
    ## SavedVariables: oCBDB
    Posted in: AddOn HELP!
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    posted a message on [2.4] Weired Bug with several Addons
    heya,

    after 423748372 login/out ocb2 (aced ocb) showed up to responsible for a broken Grid and Pallypower. :(

    I'm looking for an alternative now. And no Quartz pls. I just need tu move the Castbar and give it a little optix and Spellcasttime ^-^
    Posted in: AddOn HELP!
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