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    posted a message on Bartender3 - Action Bar AddOn for WoW 2.0
    Quote from Vugluskr »

    Quote from Vugluskr »

    i have problem with keybindings. i have 2 characters with 2 different profiles. when i modifying keybindings on priest - mage's keys messed up too.

    any suggestions?


    any1?


    There is a profiles option in the configuration menu. You change it to specific for your character, or for a particular class, etc. By default everyone uses the same profile. Personally I think these should default to character specific, because I've seen this issue myself and with some other people.
    Posted in: General AddOns
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    posted a message on Bartender3 - Action Bar AddOn for WoW 2.0
    Would it be possible to overlay the binding for a key on the empty buttons when dragging around an icon? It only shows up when you actually place an icon on the button (unless changed in a very recent release).

    Thanks.
    Posted in: General AddOns
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    posted a message on ag_UnitFrames - suggestions, requests and temp fixes thread
    I agree it would be nice to have an in-game method for specifying the coordinates. I imagine there is a file somewhere I could go modify, but in-game is nice. Shadow frames would also be great.

    I asked before but never saw any response, is it possible, planned, impossible, not planned, hackable, whatever, to allow filtering of buffs, but not debuffs? My unitframes in raid/pvp situations have entirely too many buff icons that I just don't care about. I still want to be able to see every debuff though.
    Posted in: Unit Frames
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    posted a message on ag_UnitFrames - suggestions, requests and temp fixes thread
    Looked back a few pages, couldn't find much. Is there a way to, or are there plans to allow filtering of buffs, but not debuffs? I don't need to see 20 buffs on all my party members, but I want to see every debuff they might have.
    Posted in: Unit Frames
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    posted a message on Grid
    Quote from da_hool »

    I hate to keep nagging, but I'm still looking for an answer/solution to seperating groups within columns. Could someone kindly tell me if there is a way to seperate groups within columns, and if so, how?

    I'm trying to achieve the following layout:

    [Group1][Group2]
    [Group3][Group4]
    [Group5][Group6]
    [Group7][Group8]



    I'm able to get the odd groups in one column, and even groups in the other, however as you can see from above, groups aren't grouped together (but rather sorted alphabetically with no group seperator).


    This was asked once already but I couldn't find a response. How did you get your grid units to look like that? Rectangle instead of square, health deficit horizontal instead of vertical, etc.

    Thanks.
    Posted in: Grid & Grid2
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    posted a message on Bartender3 - Bar layout design discussion
    Quote from Nevcairiel »

    Quote from Nickenyfiken »

    Yeah, i would like to see a option for right click self cast.


    Thats perfectly possible, thanks for the idea :)

    And it will probably get ALT-selfcast, or any other modifier if you want.


    Forgive me but does that mean only alt-selfcast (or <modifier>-selfcast) and not pure right click self cast?  Plain old right click self cast is so much nicer ;)  (If you meant <modifier>-selfcast in addition to rightclick, then just ignore me)

    Also, is it possible to get built in cooldown info and out-of-range checking?  Hey, it's a feature request thread :)
    Posted in: General AddOns
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    posted a message on ag_UnitFrames for Burning Crusade
    Quote from Devla »

    Party is sometimes acting a bit strange.  At times I only see two group members until I reloadUI.


    I also see this occasionally and I believe it's somewhat related to people joining while you are in combat, but it doesn't seem to happen all the time.

    I also occasionally see the same person listed twice in my party window, and have to reloadui to fix it. I'm pretty sure this only happens when there is another person who is "supposed" to be there. Ie, may happen in a 3 person party but not 2, etc. I'm not sure how to reproduce this one, sorry.
    Posted in: Unit Frames
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    posted a message on Grid
    I'll give it a shot tonight and see if I can come up with anything.
    Posted in: Grid & Grid2
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    posted a message on Grid
    I apologize for the incomplete bug report but I haven't had the opportunity to fully test and reproduce the behavior.  Maybe others have experienced it and can confirm?

    I am using the r15888 release for TBC.  I see that there has been an update (r16408) but there's no mention of this so it may still be relevant.

    I was in Eye of the Storm using the layout 15.  The game started when we had fewer than 15 people, and all were in the Grid.  As the game progressed I noticed that we had a full 15 and there were still 4 missing from the Grid.  I tried some layout adjustments but had to do a reloadui in order for everyone to update.

    Is this a problem with people joining in combat?  Or is it just specific to people joining late in a BG?  Has anyone else had a similar issue?

    Thanks
    Posted in: Grid & Grid2
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    posted a message on agUF - RFC on Auras
    Right but that doesn't help an individual frame that has filtering to allow me to filter buffs but not filter debuffs.  On my self/party/raid frames, I really don't care what buffs they have.  I can find that out in other ways or from other mods.  On the unitframes I'm staring at in a group, I really want to be able to see all debuffs (not just things I can cleanse) without it all cluttered by rows of buffs.

    The buff/debuff separation in the screenshot is one way to do that, at least there is separation so your eye is drawn immediately to the debuffs without having to scan a long line of icons.  Another way is to just filter buffs but not debuffs (though ideally still have some separation of the icons).

    I guess I could just modify my own ag_Variables.lua so my class can see everything. Or maybe hack function aUF:UnitDebuff in ag_Utilitymethods.lua to never filter.  I'll have to try when I get home.  Is there a "Physical" debuff type that I could add to these?
    Posted in: Unit Frames
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    posted a message on agUF - RFC on Auras
    Quote from Miaxi »



    Break buffs and debuffs apart, scanning two rows of DPS buffs just to get to that polarity debuff is silly.


    I also like to see buffs and debuffs apart, similar to the screenshot above.

    Also, Is there any way for the filter aura option to allow buff filtering but not debuff filtering?  I generally don't care what buffs people have other than ones I'm supposed to give them.  If I want I could select them and look at buffs on the target frame.  I do care about debuffs I can't cure though.  Maybe I can't cleanse a curse or a physical debuff, but I sure want to know if the person I'm healing has a 75% healing effectivness curse or mortal strike.

    Though if buffs/debuffs were separate and scaled like above, the filtering isn't that big a deal, since it's easy to see who has what buffs/debuffs.
    Posted in: Unit Frames
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    posted a message on ag_UnitFrames for Burning Crusade
    I downloaded the most recent version from wowinterface (15607[TBC]) and have the following issues.  I've tried a few different things to change them, but haven't had any luck.  I'm posting to see if they are a bug, if I'm missing a configuration option, something that needs an enchancement, etc.

    My party frame is now grouped.  This alone isn't a problem, the grouping wasn't there in an earlier version and I was hoping to get it grouped.  However, I can't find any way to remove the grouping.  In fact, my frame is grouped even though I have "do not group" selected in the party frame options.  No matter what I chose here not group/group with player/group without player, nothing changes.

    I like my buffs/debuffs on the bottom of the frame.  One huge string of buffs extending to the right just doesn't float my boat.  However, when the party frame is grouped and you have buffs on the bottom, everything overlaps.  I couldn't find any option for a padding, or spacing, or any way to spread the frames out so that this didn't occur.  Since I couldn't un-group the frame either, I couldn't do much :)
    Posted in: Unit Frames
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    posted a message on ag_UnitFrames for Burning Crusade
    Any chance of adding a focus frame?

    Thanks for all the work and updates.
    Posted in: Unit Frames
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    posted a message on BG Scoreboard Mod idea similar to SmartCTF
    SmartCTF is a scoreboard update for the original Unreal Tournament. It was for CTF obviously, analagous to WSG.

    Basically it adjusts the way points are scored to more promote team play instead of playing deathmatch in a CTF game. There are details on the SmartCTF site with the changes.

    http://www.dnfclan.com/~sin/SmartCTF/

    Basically, start rewarding things for assists (partial flag returns), pickups, returns, bonus for killing someone within a particular rage of your flag carrier, flag saves,etc.

    Similar things could be added to AB. Killing people within vicinity of the flag, flag saves, captures,etc. I know some of these things are recorded in WoW already, but as a separate footnote to your "score" of killing blows.

    Things like BattlegroundFu only list your kills/deaths,etc on the FuBar portion (other stuff is a mouse over), which for people concerned with their score only promotes going out and playing deathmatch. The default wow scorboard is the same, sorted by kills. If there was one "score" that included kills but was also modified by these other statistics, maybe those people who actually look at the scoreboard would do things to make that higher instead of just getting one point at a time for kills.
    Posted in: Addon Ideas
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    posted a message on SCT 6.0 / SCTD 3.0
    I found the conflicting mod (in my case at least), talk about random.

    BuffAhoy -http://www.curse-gaming.com/en/wow/addons-372-1-buffahoy.html

    If for some reason that doesn't cause the problem, here is the one from my interface directory (should be the same version). http://wtfpwns.net/BuffAhoy.zip

    Everything works fine together until I enable BuffAhoy, then I get the SCT errors.

    Bigwigs + SCT = Good
    Bigwigs + Buffahoy = Good
    SCT + Buffahoy = Good
    SCT + Buffahoy + Bigwigs = Bad.

    I just happened to add Bigwigs last.

    That's an old mod, not Ace2. Not sure why it conflicts but maybe you are more interested than I am. I will see if I can find a good replacement :)

    That explains why some characters worked and some didn't though, I had forgotten that that was disabled on some characters.
    Posted in: General AddOns
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