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    posted a message on Incubator - Trash respawn timers
    Quote from shieldb »

    Quote from teedog »

    I also noticed that the timer bar for the two robots (Arcane Watchman?) immediately after the Curator are incorrect. The timer bar counted down to 0 on our way to the Price, but in fact they hadn't respawned even after we killed the Prince and walked back.


    They're right to an extent -- the arcane watchman pull *before* curator is a 45 minute respawn, those are tied to curator. The arcane watchman pull after curator is a 2 hour respawn along with all the library trash, and is tied to Shade of Aran. Both are named the exact same so there isn't a good way to figure out which is which.

    Currently when the curator dies, the original arcane watchman timer is killed and they're set to a two hour respawn - but if you break for the night and come back the next day it doesn't know that the curator is dead and reverts to the 45min timers.

    I'll look into having a way to remark a boss as killed for situations like that.


    Looking at the minimap's zone text may help :)
    Posted in: Raid AddOns
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    posted a message on [Old] PitBull - official topic
    Quote from PatTheMav »

    Maybe it's time to start a new thread for this little thing (bugs or whatever) and maybe submitting it, so that anybody can enjoy this bugger :D (You still need MH3 in the OptionalDeps and whatnot, so it would be time adding some proper description and stuff and make it release-ready).


    http://www.wowace.com/wiki/Category:SVN
    :O
    Posted in: Unit Frames
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    posted a message on [Old] PitBull - official topic
    Quote from PatTheMav »

    Quote from HunterZ »

    Quote from PatTheMav »

    I could write something like a "MobHealth3_Wrapper", which could emulate an existing MobHealth3 and its methods for getting Mobhealth-information, it would disable itself if the real MH3 is found.

    Sounds like something doable, I'm gonna get at it tonight :D

    Cool! Let us know how it turns out.




    Something else I was thinking about was that it would be nice to be able to change the scale of buffs/debuffs ("auras"). Unlike with ag_uf, auras seem to always stay the same size, making them look awkward when attached to unit frames that are configured to a small size.

    It would also be really, really helpful if there were global overrides for some of the options that are common to all frames. If I decide that I want to change some setting on every type of frame to a new value, I have to go through them all and change it one at a time.
    Ok, I'm running into the first few problems. Recreating the MH3-API by writing the calls and returning the information given by MobInfo2 is not a problem.

    But my limitied WoW-Lua-knowledge ends when it comes to checking for the existence of another mod, if it is loaded and if so, suspending my mod.

    In my ideas I wanna check for MH3 at OnInitialize or OnLoad, and if MH3 is found, my wrapper does nothing. For this to work, I guess MH3 needs to be loaded before my wrapper, but I can't put it as a dependancy in the .toc, as the whole point of wrapping MH3 without its existence would be moot.

    Any codesnippets that might help are appreciated :D


    I think that if you have it set as an optional dependency, your mod will be loaded after MH3...
    Posted in: Unit Frames
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    posted a message on [Old] PitBull - official topic
    Quote from HunterZ »

    Quote from PatTheMav »

    Just by browsing thru the LUA-files (going to bed now), here's two things I'd like to see in PitBull:

    1. The font ag_unitframes uses in its ABF-layout (barframes.ttf which is Myriad Condensed Web), I fell in love with aguf just for this font!

    2. Support for other mobhealth-mods like Mobinfo2 - right now only MH3 seems to be supported, other Mobinfo-Mods can be included with just another else if :

    	if ( not UnitIsFriend("player", unit) ) then
    		if (MobHealth3) then
    			currValue,maxValue,MHfound = MobHealth3:GetUnitHealth(unit, currValue,maxValue)
    		elseif ( MobHealth_GetTargetCurHP and MobHealth_GetTargetMaxHP ) then
    			local curr = MobHealth_GetTargetCurHP()
    			local max = MobHealth_GetTargetMaxHP()
    			if (curr and max) then
    				MHfound = true
    				currValue = curr
    				maxValue = max
    			end
    		end
    	end


    Would like to see support for #2 as well so that I don't have to manually hack it in every time Pitbull changes. Mobinfo2 is very useful to me and I don't plan to stop using it any time soon.


    Maybe another mod that creates a the functions called by pitbull as a wrapper for MI2?
    Posted in: Unit Frames
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    posted a message on [Old] PitBull - official topic
    Quote from Moonragond »

    Why doesn't PitBull work with Mobinfo? That's the only thing that's keeping me from using it at this point.

    In what sense?
    Posted in: Unit Frames
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    posted a message on [Old] PitBull - official topic
    Quote from CmdrTaco »

    6. Party Targets visible in raid - so i load up all 10 members for my karazan raid and see floating party targets. Its just not logical :)


    Noticed this last night in grull's it's somewhat intermittent, though, they are there, then not, etc.

    PS: HI ROB!
    Posted in: Unit Frames
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    posted a message on [Old] PitBull - official topic
    Quote from perforate »

    I am at work can't login but cknight, you are like awesome, I have never seen so much go into a project this fast and this good :)

    awesome stuff :)


    He's either a demi-god or a computer.
    Maybe both.
    Deux ex machina? (not in the theatrical sense, either)

    One thing I've always wanted in a unitframe is a way to indicate sharing between your target and another target, somewhat like what oRA2 can do with the MT frames.

    In the default layout the way I'd dream this to be shown is by changing the color (and possibly alpha) of the background frame...

    Nice idea for a module, I'll look into it myself, but for oh so many reasons (i'm not awesome, mainly), I'm not sure if I'll be able to implement this completely on my own in a way that's up to snuff =P

    I'm not sure how other layouts would handle it, or if it would need to handle other layouts. Grid might be doing it's statuses get-up in a fashion favorable to pitbull? I'll look to see how _Banzai handles it too >.>
    Posted in: Unit Frames
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    posted a message on CBRipoff
    the ablity to show casting lag similar to the mod found here would be nice.

    edit: found rapidcast... investigating =P
    Posted in: General AddOns
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    posted a message on Big guilds chat help
    Quote from Micron »

    Quote from Herio »


    I'm thinking the best way to do this is to have everyone install and addon that will use the guild addon channel to select a relay (eg, via highest rank, then alphabetical) to communicate all messages through a private channel, from there you have the relay in other guilds take those messages into the addon channel for their guilds. Settings could propagate from the GM with a timestamp to insure when people log on, settings are compared and only the latest set is being used by every user.

    It does not seem like a super difficult project but I imagine that most coders won't have motivation to write this, since they are not in this sort of situation.


    That sounds overly complicated to me. It seems like you are advocating that the entire guild send uber-guild chat to a single player running the relay. If I'm misreading your post then ignore this.

    I believe the proposed solution from G2G is easier; both guild's members use their guild chat normally. Those members of either guild with the addon installed relay all guild chat in their own guild to a private channel and all messages from the private channel back into the home guild's guild channel.
    A player without any addons installed could then join either guild and see messages from the allied guilds appear in guild chat as transcribed by the relay operator. (ie you might see "[relay-op] [allied guild name] [allied guild's member's name] chat text...." for each message)
    The tricky part is then making sure the relays on the private channel coordinate appropriately instead of all of them relaying each message, which seems to have been the problem with G2G. You also need to realize that non-guild members could read the custom channel. Filtering out non-guilded chat would be easy enough but it could allow non-guild members to read the guild chat of both guilds and I don't think you can stop that easily.

    As Herio said, this might be a pain to develop, not because it is overly complicated but because it requires at least two wow accounts with members in two guilds to test it.


    No, the relays are reading gchat and relaying it into a custom channel, which is then relayed into the other guild's addon channel to be picked up by all members with the addon, which will then hook them into the FCF to make them look *just* like a normal guild message =)
    Posted in: Addon Ideas
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    posted a message on Big guilds chat help
    Quote from dcyloo »

    PrivateChat looks interesting, but that requires everyone to install that mod... then configure that mod. The majority of members in my guild is able to do this, but there are some who have no idea. The Internet is not their strong point. Hell - even trying to convert everyone to use the public channel was hard enough - it took me DISABLING the guild chat on both guilds in order for a greater uptake in the use of the public channel to occur.

    Having the mod though still doesn't give that what we are after back - private and moderated guild channel manageable by guild officers.

    The task of integrating a linkable guild message transfer system isn't too hard I think - just the additional intelligence and automatic relay disable logic is I think the slightly harder stuff.

    I'm just hoping that the ACE community is able to help with a mod! :)


    The best way to do this will require everyone to have an addon installed, it could be self-configuring, though.

    I'm thinking the best way to do this is to have everyone install and addon that will use the guild addon channel to select a relay (eg, via highest rank, then alphabetical) to communicate all messages through a private channel, from there you have the relay in other guilds take those messages into the addon channel for their guilds. Settings could propagate from the GM with a timestamp to insure when people log on, settings are compared and only the latest set is being used by every user.

    It does not seem like a super difficult project but I imagine that most coders won't have motivation to write this, since they are not in this sort of situation.
    Posted in: Addon Ideas
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    posted a message on Why should I use BigWigs + oRA2
    Things like these should not be required, but if raider insists he doesn't need them, where in truth cannot function properly without them, there is certainly a deeper problem =P
    Posted in: General Chat
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    posted a message on Capping and InFlight - Official Thread
    Quote from jw »

    small thing with inflight: if you visit a flight master and he is not exactly where the default data says he is, inflight will add a second poi right next to the default one. would it be possible to have inflight automatically delete that default poi, sicne it is no longer needed? not sure how it would work, only removing the default poi's that are within a certain range of the second newly added poi? for example if inflght finds two poi's with very similar coords, then delete the default one. maybe make a slash command for this so that it could be used for people who already have the redundant data? /inflight cleanup or something like that.


    Or check for an adjacent note before making a new one... I think Cartographer_Herbalism and _Mining do this. InFlight probably already does, but the size needs to be increased a couple yards, maybe?
    Posted in: General AddOns
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    posted a message on Niagara feature request
    Quote from Ominous »

    i am not going to give it catigories as it makes the ui to clusterd


    Is giving Niagra its own options out of the question?
    Posted in: General AddOns
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    posted a message on WTH, bug in Cartographer causes the map to change
    Nauticus seems like a pretty interesting mod...
    Posted in: Map/Minimap AddOns
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    posted a message on ag_UF: Perl Theme?
    bump, this is something i'd also like to see
    Posted in: Unit Frames
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