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    posted a message on AG UnitFrames custom layouts
    Thats about what it looked like for me too when I loaded Raen's layout.
    The NameLabel and ClassText are both hooked to the CastBar_BG, if no CastBar is shown then no NameLabel or ClassText either.

    Raen:
    A few suggestions for you, if I may.
    Make the CastBar_BG ALWAYS hook to the HealthBar_BG. You want it to be on top all the time anyway so its safe to remove the other hooks.
    The XPBar_BG should either hook to the ManaBar_BG or the HealthBar_BG to keep the frame clean and force it to be shown on the bottom of your frame all the time.
    Its not really a good idea to hook things to the Portrait as some users dont show it. Instead, build your layout around the HealthBar_BG and let your HealthBar_BG hook to the Portrait if its on.
    I would also suggest removing the NameLabel and ClassText hooks from the CastBar_BG. Instead, hook them both to the HealthBar_BG and use the "y" offset to push them up above the HealthBar. This will keep your layout looking the same but will keep the NameLabel and ClassText from being hidden when the CastBar isnt shown.

    I'm only looking at the "all" section of your layout. I recommend you look over the other sections and make appropriate changes similar to the ones talked about above.

    Good luck and please ask if you would like any other suggestions.
    Posted in: Unit Frames
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    posted a message on [Ag_uf]Unitframes not working
    Another mod is interfering with unit frames.
    Disable all addons and re-enable them one at a time until the unit frames stop showing again, and you will have your "bad" addon.
    Posted in: Unit Frames
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    posted a message on Ag_Unitframe party's targets
    Go here and download the aUF_UnitCreator.zip file.
    You extract the aUF_UnitCreator to your Addons folder, load WOW and then (depeneding if you have Fubar or not) you click on the ag_UnitFrames Fubar button or the ag_UnitFrames minimap button. You'll get a list of options and somewhere near the bottom you'll see something like "create unit". You have to make a unit for each of your party members.
    You need to create
    partytarget
    party1target
    party2target
    party3target
    party4target

    Fore more info on this you can read the full thread here.
    Posted in: Unit Frames
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    posted a message on AG UnitFrames custom layouts
    Moon Witch:

    Ive been looking at your layout and made a strange discovery while attempting to isolate your problem. If I comment out ThemeData.all's table and then change ThemeData.player to ThemeData.all it sizes correctly (increase FrameHeight by +10 for your 5 point offsets).
    After that, I started looking at your ThemeData.all table for errors but couldnt find any.
    I *think* ag_UnitFrames is getting HeightAdd values from ThemeData.all regardless of whats in the other tables.
    I have never coded a layout that uses different bar size values for player/party or I probably would have picked up on this sooner.

    To get around this, You can make a ThemeData.all table with nothing in it but a healthbar (to keep aguf from generating errors) and then define all the other frames individually.

    Side notes:
    You dont need NameBackground or Happiness tables, they currently do nothing.
    You can also remove BarHealthText and BarManaText from all Visibility tables, they are no longer used.

    I attached a modified file for you to look at. It makes an "empty" ThemeData.all table, a ThemeData.player table (this was your ThemeData.all table), and a ThemeData.target table (this was your ThemeData.player table). I made a few other changes for compatibility so look over it and compare to your original file.

    Good luck :)
    Posted in: Unit Frames
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    posted a message on AG UnitFrames custom layouts
    Your frameheight is set to 15, same as your HealthBar_BG but you offest it down 5 and right 5 from the TOPLEFT. This (I think) is whats wrong, with the height anyway. Try setting x to 1 and y to -1 (or even 0 if you want to try that). I really dont see anything wrong that would affect the width like that.

    I also noticed that CAstBar_BG has a problem. Your Point2 setting's x3 and y3 need to be x2 and y2. Since you dont have a Point3 defined. Just a bit of info, if x2 and y2 dont exist, the layout will just pull from x and y of the first Point definition.
    Posted in: Unit Frames
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    posted a message on AG UnitFrames custom layouts
    Quote from Moon Witch »

    See, Seerah, we met!

    Now back to topic.. Does anyone know why my target frame doesn't have a translucent frame (the darker area .. the actual background of it all), and my player does, while all settings are identical?

    Can you post a screenshot and state which layout you are using?
    Posted in: Unit Frames
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    posted a message on AG UnitFrames custom layouts
    One way I did it was use the player frame to design the party/raid frames and then just copy the code into the party/raid tables.

    I do not know of a way to show "fake" frames in ag_UnitFrames.
    Posted in: Unit Frames
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    posted a message on AG UnitFrames custom layouts
    That is a very interesting design, Moon Witch. I hope you will let me include it in aUF_Layouts when you are finished :)

    Quote from Moon Witch »
    - custom text, though not sure if it should be hard coded into the lay-out. Most likely not.
    I definitely agree. The layout I did with OverrideTag's is very buggy.

    Quote from Moon Witch »
    - Get rid of the visible line manabar - portrait (anyone, check code if you find the fix)
    What do you mean by "the visible line"?
    Posted in: Unit Frames
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    posted a message on ag_UnitFrames Status (What's going on?)
    If you decide to allow in-game on-the-fly changes to a frame, perhaps you could allow the loading of preset config files that a user can select. And to build on that idea, you might add an export function to create these preset config files.
    These config files could be very similar to the current layout files that we use today and could even include more preset control over in-game options.
    Posted in: Unit Frames
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    posted a message on ag_UnitFrames Status (What's going on?)
    Will the new Ace3 version still use custom layout files?
    Posted in: Unit Frames
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    posted a message on aUF_Layouts - CiathDiscord
    That layout was written to match as closely as possible to the original Discord design. It uses Override tags in the layout file to control what is displayed. The "F1" text you see is actually the ClassText fontstring with an Override tag set to "[fkey]", the NameLabel for the player frame is hidden.
    This change should be all that you need to get your desired result:
    Open the CiathDiscord.lua file in Notepad (its in the Interface\AddOns\aUF_Layouts folder)
    Scroll down a bit till you see the first table titled "ClassText"
    In that table you should find the OverrideTag = "[fkey]", line
    Change "[fkey]" to "[name]" or if you want it colored by class "[raidcolor][name]"
    Save the changes and reload your game
    You can check out these links for more help
    http://www.wowace.com/wiki/Ag_UnitFrames for more tags that can be used
    http://www.wowace.com/wiki/Ag_UnitFrame_Themes is a guide to working with the layout files

    Good luck :)
    Posted in: Unit Frames
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    posted a message on AG UnitFrames custom layouts
    Quote from Elinos »

    Can u add something like StellarUF layout for ag_unitframes?

    That is a design on my to-do list for aUF_Layouts. However, I have two other mods I'm working on as well as trying to level my characters, so just be patient. I'll get it done soon :)
    Posted in: Unit Frames
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    posted a message on AGUF: Adding a SharedMedia border to a layout.lua
    I could be mistaken, but I believe ag_UnitFrames picks up on stuff in SharedMedia. If thats true, there is a tag you can add to your layout file to call for a frame border (it will affect all the layout's frames).

    In the top section of your layout file there are several switches for diffirent parts of the frames (i.e. RaidColorNames, HappinessBar, Portrait, etc...). Well there is also a Border switch.
    Border
    string - Sets which borderstyle to use for the layout. Possible values are "Hidden" or the name of the borderstyle (i.e. "Classic" or "Nurfed").

    I think this is what you are looking for.
    Posted in: Unit Frames
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    posted a message on frame names in ag_UnitFrames
    OT
    Where does that "/print" command come from? AceConsole?
    Posted in: Unit Frames
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    posted a message on Setting Per-Frame Textures in ag_UF
    I believe the best place is here or on this forum.
    Posted in: Unit Frames
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