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    posted a message on Omen2
    Quote from deadmage »

    imo they haven't worked well together in 6 months. We always had problems running both. Doubt if they ever will any time soon. I'm happy they aren't compatible now. That way we won't have the issue of having to work together badly.

    Cool can now save title, module, and bar opacity, etc and the settings now save. Thanks dudes. :)


    I don't know why that would make you happy... All of the major guilds on Shandris have now disabled Omen, including my own guild. KTM is vastly superior right now in giving what's needed: accurate threat on bosses.
    Posted in: Raid AddOns
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    posted a message on Threat meter that actually works?
    We mandated our entire guild use KTM and download it from our own servers. KTM works fine. Sure, it doesn't have nearly as much of a "shine" as omen did, but it works and doesn't generate any errors and we can at least see everyone...

    I imagine we'll allow Omen again once it becomes stable, but it appears that it's very far away.

    Oh, and since then, we haven't gotten a single UI-generated disconnect.
    Posted in: Raid AddOns
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    posted a message on Threat meter that actually works?
    What I don't understand is why, with the major 2.4 overhaul, the developers would decide to implement all these new features. Wouldn't it be wiser to get a STABLE version first (that looked just like the old Omen) and then develop the new features?

    AoE mode is crashing everyone. Even the one that was updated 10 minutes ago is amazingly bad.
    Posted in: Raid AddOns
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    posted a message on Threat meter that actually works?
    Right now, Omen has crashed out my guild. We're running with no threat meter due to the fact that none of them work. They don't share compatibility, they crash games, they come up with errors constantly.

    To the authors of Ace3 and Omen, was it really a good idea to release a whole new version with major combatlog changes? Couldn't you get the old one working for the people who like the simple?
    Posted in: Raid AddOns
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    posted a message on ... having trouble using events with arguments?
    Ah, thank you very much. Forgot you had to use if-else stuff.
    Posted in: Lua Code Discussion
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    posted a message on ... having trouble using events with arguments?
    Alright, so I'm making a UI mod, or at least trying too... I've read the tutorial and been fiddling with it for a while now.

    It actually works pretty nicely for now. Whenever I get below 90 health, the event fires... but my problem is the UNIT_HEALTH event and something that I didn't learn in Lua programming or from the tutorial. How do I isolate it so that it'll only fire when my health (the player's health) changes? I looked up the events on WoWWiki, it says I could set an argument for just the player Unit's health...

    I hope I'm making sense kinda. I just forgot the syntax for lua event arguments :-/

    Here's my Core.LUA:



    local health = UnitHealth("player");

    Threshold = AceLibrary("AceAddon-2.0"):new("AceConsole-2.0", "AceEvent-2.0")

    function Threshold:OnInitialize()
    -- Loading
    end

    function Threshold:OnEnable()
    self:Print("Sucessful Load")
    self:RegisterEvent("UNIT_HEALTH")
    end

    function Threshold:OnDisable()
    -- Disable
    end

    function Threshold:UNIT_HEALTH()
    if UnitHealth("player") < 90 then
    self:Print("Oh shit!")
    end
    end
    Posted in: Lua Code Discussion
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