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    posted a message on Unofficial oUF - methods used for layouts
    In the end which one should be using exactly, this one seems to be dead but the one on wowi isn't much more alive so :/
    Posted in: Unit Frames
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    posted a message on Unofficial oUF - methods used for layouts
    Quote from p3lim »

    give cred for this, used many hours looking through lua files finding it


    This is quite weird, i've replaced mine with yours but it behave exactly the same way, menu on player/target/party but nothing on raid.
    What could be wrong ?

    local function menu(self)
    	local cunit = self.unit:gsub('(.)', string.upper, 1)
    
    	if(_G[cunit..'FrameDropDown']) then
    		ToggleDropDownMenu(1, nil, _G[cunit..'FrameDropDown'], 'cursor')
    	elseif(self.unit:match('^party')) then
    		ToggleDropDownMenu(1, nil, _G['PartyMemberFrame'..self.id..'DropDown'], 'cursor')
    	elseif(self.unit:match('^raid')) then
    		self.name = unit
    		RaidGroupButton_ShowMenu(self)
    	end
    end
    Posted in: Unit Frames
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    posted a message on Unofficial oUF - methods used for layouts
    doesn't unit:match('^party') match both party and party pet ?
    Posted in: Unit Frames
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    posted a message on Unofficial oUF - methods used for layouts
    Well thanks guys, fixed :)
    Posted in: Unit Frames
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    posted a message on Unofficial oUF - methods used for layouts
    I'm having an error with my updateName function, it doesn't happen very often, sometimes when joining a new raid/group, sometimes everything's fine. I can't see what's wrong there, could you guys take a quick look plz

    Interface\AddOns\oUF_Caellian\oUF_Caellian.lua:114: bad argument #1 to 'unpack' (table expected, got nil)


    And here's the updateName
    Posted in: Unit Frames
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    posted a message on Unofficial oUF - methods used for layouts
    Quote from Moon Witch »

    Events? Perhaps it then only calls on Banzai to check when there's a change in your UnitMana(unit)?



    Could be, cuz it doesn't even turn red when i'm autoattacking, only when i actually do something.

    One question though, will Banzai/LibBanzai still be used in wotlk the same way they are now ?
    Posted in: Unit Frames
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    posted a message on Unofficial oUF - methods used for layouts
    I'm having a tiny issue with banzai. It's not important as i'm only testing things but i'm still curious.

    When set to names it turn red instantly when a mob start attacking me, but when set to powerbar nothing happen untill i start attacking the mob, then only it turn red, what could that be ?
    Posted in: Unit Frames
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    posted a message on Unofficial oUF - methods used for layouts
    Quote from p3lim »

    its your conditions


    Thanks for the pointer, apparently it's fixed, i'll see after a few more alteracs (damn i hate those)
    Posted in: Unit Frames
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    posted a message on Unofficial oUF - methods used for layouts
    Quote from p3lim »

    Your raid health code seems messed up, a good example is the 5th member of group 4


    Yes i've noticed that too, but the problem (as usual with me) it only happen once in a while so it's kinda hard to me to track down what's going wrong, 99% of the time it's just fine but when it bugs, it does like on the screenshot or simply shows 1. Weird thing being, it's one health code for all the frames, my raid not being in a separate file. Other weird thing, if something was wrong it should be wrong for every players... Anyway, yes yes weird :)
    Posted in: Unit Frames
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    posted a message on Unofficial oUF - methods used for layouts
    Here's the raid layout i've been working on these days, it amazes me every day what can be done with oUF. Next step will be tags but hmmm later, i have so many 'if' conditions it scares me to even try.

    Posted in: Unit Frames
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    posted a message on Unofficial oUF - methods used for layouts
    Quote from obble »

    So i'm trying to get my part frames to go horizontally, similarly to Coldfury's layout in oUF_Lighterfluid.
    The code i've tried so far is Lighterfluids code(Produced an error) and this:
    local party	= oUF:Spawn("header", "oUF_Party")
    party:SetManyAttributes("xOffset", 20, "point", "LEFT")
    party:SetPoint("BOTTOM", 0, 300)
    party:Show()
    party:SetAttribute("showRaid", false)


    Which doesn't produce an error but doesn't show anything.

    Any help?


    I can be wrong but
    local party = oUF:Spawn('header', 'oUF_Party')
    party:SetPoint('BOTTOM', UIParent, 'BOTTOM', 0, 300)
    party:SetManyAttributes('xOffset', 20, 'showParty', true)
    Posted in: Unit Frames
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    posted a message on Unofficial oUF - methods used for layouts
    In my updateColor function i have, for example, this:

    	if(UnitIsDead(unit) or UnitIsGhost(unit) or not UnitIsConnected(unit) or (UnitIsTapped(unit) and not UnitIsTappedByPlayer(unit))) then
    		return element[func](element, .84,.75,.65)


    I was wondering if it was possible to have something like this instead, i'm asking because i don't know the syntax (if it's even possible)
    	if(UnitIsDead(unit) or UnitIsGhost(unit) or not UnitIsConnected(unit) or (UnitIsTapped(unit) and not UnitIsTappedByPlayer(unit))) then
    		if PostUpdatePower then
    			return element[func](element, .84,.75,.65)
    		else
    			return element[func](element, .31,.45,.63)
    		end


    Oh yes and also, is this correct, it seemed to work but i didn't try very long so.
    		if(not wotlk) then
    			color = self.colors.reaction[UnitReaction(unit, 'player')] or self.colors.health
    		else
    			color = self.colors.reaction[UnitSelectionColor(unit, 'player')] or self.colors.health
    		end
    Posted in: Unit Frames
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    posted a message on Unofficial oUF - methods used for layouts
    I see, is it a bug or ?

    Anyway thanks, also wondering, is there an option i didn't see to reverse the castbar direction, right to left for casting, left to right for channelling, just curious but i guess not.
    Posted in: Unit Frames
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    posted a message on Unofficial oUF - methods used for layouts
    Quote from Coldfury »

    @ Caellian: just anchor them to the top instead of the bottom, since the bottom is moving depending on how many frames are shown. the top, however, stay still.

    use "raidgroup:SetPoint('TOPLEFT', raid[i-2], 'TOPLEFT', 0, -X)" with the according offset to position them where you want.


    Rhaaaa, /strangle self, yes of course, thanks !

    Edit: Did i miss something in a recent changelog, my safezone doesn't work anymore, just tested Lyn's layout, same thing, no safezone, running oUF 1.1.2

    			self.Castbar.SafeZone = self.Castbar:CreateTexture(nil,'ARTWORK')
    			self.Castbar.SafeZone:SetTexture(texturebar)
    			self.Castbar.SafeZone:SetVertexColor(.33,.59,.33,1)
    			self.Castbar.SafeZone:SetPoint('TOPRIGHT')
    			self.Castbar.SafeZone:SetPoint('BOTTOMRIGHT')
    Posted in: Unit Frames
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    posted a message on oUF_Lyn; How to remove your own group from the raid frame?
    I'm not sure but i think Ammo's layout has it that way, party shown while in a raid, no guarantee though.
    Posted in: Unit Frames
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