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Sep 29, 2008Posted in: Unit FramesQuote 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
Sep 28, 2008I'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 plzPosted in: Unit Frames
Interface\AddOns\oUF_Caellian\oUF_Caellian.lua:114: bad argument #1 to 'unpack' (table expected, got nil)
And here's the updateName
Sep 26, 2008Posted in: Unit FramesQuote 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 ?
Sep 26, 2008I'm having a tiny issue with banzai. It's not important as i'm only testing things but i'm still curious.Posted in: Unit Frames
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 ?
Sep 26, 2008Posted in: Unit FramesQuote 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 :)
Sep 26, 2008Here'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
Sep 25, 2008Posted in: Unit FramesQuote 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.
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)
Sep 22, 2008In my updateColor function i have, for example, this:Posted in: Unit Frames
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
Sep 21, 2008I see, is it a bug or ?Posted in: Unit Frames
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.
Sep 21, 2008Posted in: Unit FramesQuote 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')
Sep 19, 2008_ForgeUser22296 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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