local aUF = LibStub("AceAddon-3.0"):GetAddon("ag_UnitFrames")
if aUFtarget then
aUF.units.aUFtarget.PortraitModel:SetFrameLevel(6)
end
Also added ag_UnitFrames to the script dependencies of that panel. It works as intended, however it will fire this Error when I load or re-load the UI:
string "bg_targetFrame_OnShow"] line 3:
attempt to index field 'aUFtarget' (a nil value)
What's my slow brain missing? Since the script is dependant on aguf and the relevant expression only executed if the frame exists aUFtarget should never be nil, right? The error is also fired before the panel is actually shown, which puzzles me a bit since the code should'nt even be executed. As said the script itself seems to work fine.
We'll soon be offering UIPacks via CurseForge that will be able to have addons soft bundled into it (think pointers if that makes sense, and if not, um..... proxy?)
We'll also have support for bundling SV files with them.
Forgive me if I miss the point, but isn't this counter-productive in many ways?
When I put together a compilation I actually never want any of the included addons to be updated unless it's me doing the update, as an author. This is important because addon updates will lead to errors and/or unintended sideeffects, resulting in my compilation not working the way I intended.
In my opinion you shouldn't offer this functionality at all. If you're going to make a UI-comp and you're serious about it, you'll also set up a decent forum and/or website where users can go to and download the compilations, and where addons are kept up to date by the author who ensures that everythings works the way it was meant to work.
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Sorry if I'm being thick... but doesn't that mean there's an onShow fired even though the frame isn't shown or even created yet?
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Yeah. But I'm wondering why since the code should'nt even be executed at that point?
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I've added this onShow script to a panel:
Also added ag_UnitFrames to the script dependencies of that panel. It works as intended, however it will fire this Error when I load or re-load the UI:
What's my slow brain missing? Since the script is dependant on aguf and the relevant expression only executed if the frame exists aUFtarget should never be nil, right? The error is also fired before the panel is actually shown, which puzzles me a bit since the code should'nt even be executed. As said the script itself seems to work fine.
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Forgive me if I miss the point, but isn't this counter-productive in many ways?
When I put together a compilation I actually never want any of the included addons to be updated unless it's me doing the update, as an author. This is important because addon updates will lead to errors and/or unintended sideeffects, resulting in my compilation not working the way I intended.
In my opinion you shouldn't offer this functionality at all. If you're going to make a UI-comp and you're serious about it, you'll also set up a decent forum and/or website where users can go to and download the compilations, and where addons are kept up to date by the author who ensures that everythings works the way it was meant to work.