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    posted a message on Grid
    Quote from FrostByghte »

    I'm having a problem with Grid's range checking. I have it set to turn down the opacity for targets over 30yds away. What appears to happen is it works fine for a bit then some targets are no longer dimmed anymore. I turned on the [Range] dogtag in pitbull to check what range these players were at. Strange enough players where the opacity works correctly are shown as range 28+ in pitbull. The targets that do not function show up as 30+ range in pitbull. I'm not even sure if this is related but it is the only thing in common I can find with these targets. All targets are WELL over 30 yds away from me and should always be dimmed in Grid. Does anyone have some ideas of settings I can check or something I can edit?

    When looking through the vars LUA file I see 40 yds range and something about 28 yds but I have neither of these options available to me in the Grid configuration in game. Not sure...just pointing out some observations. Any help would be appreciated.
    What distance checks you can use depends on the class you are playing. For 30 and 40 yard checks you need to have spells that cast on friendly targets with those ranges. If your class doesn't have spells like that Grid also can't detect if someone is within that range.

    If you are a class with spells like that then I suppose it's a bug.
    Posted in: Grid & Grid2
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    posted a message on Chatter- Ace3 chat mod (was Chatterbox)
    I'd still love a feature that allows you to keep the channel color for people with an unknown class. Or failing that at least the option to choose the color used for unknown classes myself.
    Posted in: General AddOns
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    posted a message on Chatter- Ace3 chat mod (was Chatterbox)
    Now that I've tried Chatter out, I'm still missing these options:

    - The ability to remove the Square Brackets around player names.
    - Comparable to the above, the ability to remove Square Brackets around time stamps.
    - Ability to just completely hide a channel name (I can use a space instead but that doesn't look as neat)
    - Ability to use default channel color for those of unknown class.
    - Ability to use the play sound highlight on channels like party or raid.
    - Ability to hide the "changed channel" (on zone switch) and "[name] joined channel" messages.

    These are all fairly minor things though.
    Posted in: General AddOns
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    posted a message on I guess MobSpells needs a thread.
    This is amazing, I've been waiting for something like this to be made for ages now.
    Posted in: General AddOns
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    posted a message on Chatter- Ace3 chat mod (was Chatterbox)
    Would it be possible to add sound warnings when something is said in a specified channel? I heavily make use of that with the current chat mod I'm using to draw my attention to party/raid chat mid-fight.
    Posted in: General AddOns
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    posted a message on GridStatusKalegcosCurse
    Quote from evildead »

    what we can try is to build a databse wich monitors all the timer in a raid.

    If someone got the debuff we flag him having the debuff for 30 sec. After each second we update the table and count down. If Debuff is dispelled we remove the timer.

    I think it is possible that the Debuff is reapplied at a target who currently have the Debuff.
    (I got the Debuff running for 20 sec left, daemon focus me an give me a fresh debuff wich starts ticking at 30 sec)

    Maybe i do some work on that this week if I find a little bit time.

    greetings

    evildead


    Alternatively (And less work intensive!) one could just start a timer on gaining a (de)buff which counts up. This requires slightly different interpretation, but saves in having to create an entire database of (de)buff timers.

    Edit: Alternatively one could code a plug-in for the custom auras that will add an option not to display a de(buff) until after it's been on someone for a certain amount of time. That'd actually have fairly wide applications for buffing now I think about it.
    Posted in: Raid AddOns
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    posted a message on OnScreenHealth - official thread
    Quote from Phanx »

    Not entirely sure what you mean by this. If player health was where it is now, but player power was where the target frame is now, how would you arrange the different units? Personally I don't think it makes a great deal of sense to break up components of each unit and scatter them around the screen.
    That's alright then, you're probably correct. I personally only use OnScreenHealth to display my own health and power, so it makes more sense for me as I know the health/power numbers which aren't directly connected to any frames are my own. But it does indeed become nonsensical if you use the mod to display other units as well.
    Posted in: General AddOns
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    posted a message on OnScreenHealth - official thread
    I'd love the ability to separate the health and power texts more myself, so I can have one on the left half of my screen while the other is on the right half.
    Posted in: General AddOns
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    posted a message on Recount
    Not sure if it's of particular interest in between all the 2.4 hurly-burly, but I figured out what caused the "lag" when Real-Time Graphs get back to lower values. At some point it'll decide to show the numeration in values of 25, while the graph is still typically within a few thousand value worth. This'll cause it to display >100 numbers for the numeration on the sides, which causes a slow-down.
    Posted in: General AddOns
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    posted a message on Hide Guild Names in Instances
    Quote from Rabbit »

    No, it wouldn't.

    IsInInstance() returns "pvp" and "arena" for those instances, not "party" or "raid".
    Ah never mind, I misread your suggestion.
    Posted in: Addon Ideas
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    posted a message on Hide Guild Names in Instances
    Quote from Rabbit »

    Or you could just throw in a simple UnitInRaid("player")/GetNumRaidMembers()>0/5/20 as a condition as well.
    That would hide them in arena's and battlegrounds as well though, where you might not want to do so.
    Posted in: Addon Ideas
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    posted a message on Macro Problem: Holy Shock and Exorcism on one spammable button
    Quote from shivers »

    this doesn't work because of the reset function and how it is programmed. everytime you push the macro, the reset timer refreshs and counts down another 15 seconds, so pushing the macro 1 second before the old reset timer wears off, the macro is unusable for another 15 seconds because it gets stuck on exorcism.
    I always thought the timer only reset if the spell cast went through, but I guess not. Learn something new every day. :)
    Posted in: Addon Ideas
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    posted a message on Macro Problem: Holy Shock and Exorcism on one spammable button
    Have you tried a simple:


    /castsequence reset=15 Holy Shock, Exorcism
    Posted in: Addon Ideas
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    posted a message on PerfectTargets / SmartAssist type addon?
    Quote from Sardrimm »

    I know for ceratin that proximo and proximo2 can build clickable targets on the fly as long as your are not in combat when the list is built. If you are in combat, then the frame is built, but you can not click it to target it.

    This is a mod that many raiders/groups could use. I hope it gets made :-)
    In PvP all targets are guaranteed to be uniquely identifiable. In PvE, you can have multiple targets that can not be told apart.

    To go in more detail, Arena Target unit frames basically work by making them an on-click "/target [name]" macro, this wouldn't work in PvE because at times you'll have multiple mobs with the same name. You also can't rely on UnitIDs because you can't guarantee you'll be able to keep targeting an NPC through the same UnitID.
    Posted in: Addon Ideas
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    posted a message on Bartender3 - Action Bar AddOn for WoW 2.0
    Quote from Ellipsis »

    Those can be moved around as desired...
    Not on possess bars, which is what I was talking about (Actually, unsure if those can be moved around it, but it isn't remembered as far as I know).

    I'll admit the Shartuul Event does have some useful abilities on button 1, but for most possess situations the first ability is attack, and the next two abilities are empty, followed by the actual abilities you're likely to care about on the buttons after this.
    Posted in: General AddOns
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