• 0

    posted a message on Replacement UI for Premade Finder
    welcome back. i see you're still pushing the hate.

    http://forums.wowace.com/showthread.php?t=20644
    Posted in: Addon Ideas
  • 0

    posted a message on Broker plugin for oQueue
    data broker? what kind of data?
    Posted in: Addon Ideas
  • 0

    posted a message on scrolling panels... recommended method?
    i'm looking for the recommended method for a scrolling list

    currently, i just have a scroll frame that slides an underlying panel. although this works, i'm pretty sure this isn't the method being used in the handful of blizzard scrolling areas i've found (quests, auction house, etc). i get the impression they have only a few rows and on the vertical scroll, update the contents of each row... simulating the scroll

    is that how we're supposed to make this work?
    Posted in: Lua Code Discussion
  • 0

    posted a message on DressUpModel:Camera(0) too close
    looks like SetCameraDistance only works with custom camera settings

    i guess that means i have to somehow mimic the profile shot, make a custom view and back the camera out a bit.

    anyone tried to do anything like this?
    Posted in: Lua Code Discussion
  • 0

    posted a message on DressUpModel:Camera(0) too close
    haven't tried that. think it's (0 .. 1) or some other number range?
    Posted in: Lua Code Discussion
  • 0

    posted a message on DressUpModel:Camera(0) too close
    in some situations, i am displaying a player's model in a frame.
    in those cases, i've used code similar to:
    local model = CreateFrame( "DressUpModel", name, parent ) ;
    model:SetUnit( "Joe" ) ;
    model:RefreshUnit() ;    
    model:Dress() ;
    model:SetCamera(0) ;
    model:Show() ;

    the result is something like:


    problem is, for some classes, like taurens, the camera is too close.

    Question:
    how can i back the camera out a bit so it looks right?
    Posted in: Lua Code Discussion
  • 0

    posted a message on any events for logout?
    correct. i've given the user a button to press to clear their broadcast and drop from the mesh (or 'go dark') but they forget to do that... a lot. even then, they can manually clear it... but they don't understand to do that.

    forcing it every time works better.

    this solution will work better
    Posted in: Lua Code Discussion
  • 0

    posted a message on any events for logout?
    ok... on the upside, pre-hooking the logout function works... tho i must allow a 1 second delay so the bnet msg can be sent. not a big deal.

    the down side is ... on the login, since your bnet text was cleared the last time you logged out, you must set your bnet text again... which will result in your friends seeing a note in their chat window when you log in (just after "such-and-such just logged in"). not a big deal, but certain people would complain.

    so... i removed the broadcast message notification from their chat if it was empty-ish. this will resolve the issue for anyone that has the latest version. for their friends without the addon... nothing i can do about that.

    thanks for the help, once again :)
    Posted in: Lua Code Discussion
  • 0

    posted a message on any events for logout?
    hmmm... that's an idea that could work. i'll check that.

    meanwhile, i had a test that logged all events once i clicked a button and started the logout sequence. this is what i got:
    	["events"] = {
    		"159539.089  logging all events during logout sequence", -- [1]
    		"159539.208  GUILD_ROSTER_UPDATE", -- [2]
    		"159539.208  GUILD_TRADESKILL_UPDATE", -- [3]
    		"159539.208  GUILD_ROSTER_UPDATE", -- [4]
    		"159539.411  LOGOUT_CANCEL", -- [5]
    		"159539.411  MIRROR_TIMER_STOP [1.EXHAUSTION]", -- [6]
    		"159539.411  MIRROR_TIMER_STOP [1.BREATH]", -- [7]
    		"159539.411  MIRROR_TIMER_STOP [1.FEIGNDEATH]", -- [8]
    		"159539.411  SOCKET_INFO_CLOSE", -- [9]
    		"159539.411  LOSS_OF_CONTROL_UPDATE", -- [10]
    		"159539.411  INSTANCE_LOCK_STOP", -- [11]
    		"159539.411  PLAYER_LEAVING_WORLD", -- [12]
    		"159539.411  CURSOR_UPDATE", -- [13]
    		"159539.411  TRADE_SKILL_CLOSE", -- [14]
    		"159539.411  PLAYER_LOGOUT", -- [15]
    	},

    note the time on the left. the logout_cancel msg happens in the same timeslice as a bunch of others. no chance to get a msg out there.

    i'll report back the results
    Posted in: Lua Code Discussion
  • 0

    posted a message on any events for logout?
    i'm looking for an event that triggers on logout but before battle-net shuts down. i'd like to clear the users broadcast text but that requires the msg be sent via b-net... which, on logout, is already shutdown.

    something that fires just before BN_DISCONNECTED but while you're still able to send bnet msgs

    anyone know of one?
    Posted in: Lua Code Discussion
  • 0

    posted a message on possible to track pet killing blow?
    looking at CLEU events, it seems pet caused killing blows do not register as coming from a particular pet.

    using:
    local pet_guid = UnitGUID( "pet" ) ; 

    retrieves the guid for my pet... which i would hope to match to the sourceGUID. but when i receive a UNIT_DIED event, the 3rd arg, hideCaster, is always true and the 4th arg. sourceGUID, is blank.

    how would i determine whether or not the killing blow was delivered by MY pet and not another pet in the raid?
    Posted in: Lua Code Discussion
  • 0

    posted a message on useful table functions
    so 'table' is global outside of my addon and not just a local / addon-level language construct? ok.

    where did it come from? what other tables/objects are available?

    with include files, what's available and what you're hooking to is obvious. not quite so with wow-lua

    edit: OP has been modified to avoid adding to the global 'table'
    Posted in: Lua Code Discussion
  • 0

    posted a message on useful table functions
    i thought i'd drop this here to help out others playing with tables. why these functions aren't part of the core library is beyond me

    local tbl = {} ;
    
    function tbl.new()
      if (tbl.__pool == nil) then
        tbl.__pool = {} ;
      end
      local t = next(tbl.__pool) ;
      if t then
        tbl.__pool[t] = nil ;
      else
        t = {} 
      end
      return t ;
    end
    
    function tbl.delete(t)
      if (t) then
        tbl.clear(t) ;
        tbl.__pool[t] = true ;
      end
      return nil ;
    end
    
    function tbl.clear(t)
      if (t) then
        for k in pairs(t) do 
          t[k] = nil ;
        end
      end
    end
    
    function tbl.size(t)
      if (t == nil) then
        return nil ;
      end
      local n = 0 ;
      for i,v in pairs(t) do
        n = n + 1 ;
      end
      return n ;
    end
    
    function tbl.fill( t, ... )
      if (t ~= nil) then
        tbl.clear(t) ;
        for i = 1,select('#', ... ) do
          t[i] = select(i, ...) ;
        end
      end
    end

    instead of:
    myTable = {} ; 
    myTable[5] = 'joe' ;
    myTable = nil ; -- clean up... which leaks the table

    use this to allocate and clean up the table
    myTable = tbl.new() ;
    myTable[5] = 'joe' ;
    myTable = tbl.delete( myTable ) ; -- properly cleaned up and ready for reuse


    and if you have a vararg situation:
    function on_combat_log_event_unfiltered(...)
      tbl.fill( _arg, ... ) ;  
      -- _arg[2] == event id
      -- _arg[3] == hideCaster
      -- _arg[4] == guid of caster
      -- etc...
    
      if (combat_handler[ _arg[2] ] ~= nil) then
        combat_handler[ _arg[2] ]( _arg ) ;
      end
    end


    if you have any other useful table functions, performance improvements or other tweaks, i'd love to see them.

    edit: changed 'table' to 'tbl' to avoid modifying the global construct
    Posted in: Lua Code Discussion
  • 0

    posted a message on Cross-realm grouping tool (like oQueue)
    yea, i won't be doing anything to satisfy chad. after his tantrum on reddit, he's cemented his place in the 'ass' category as far as i'm concerned. it truly seems he was bent that i didn't clutch his buglist like the word of god and run off to the corner to dutifully work on it. amazing actually. (should i admit to having to google MMOC? that's how he introduced himself, saying he wanted to feature oQueue on MMOC. yea, i've never really been to their site)

    my future efforts on oQueue are mine and i will work on them as i see fit. i talk with users, run games, listen to their feedback, and decide what my priority list is personally. having a hissy fit on a public forum won't change the priority of anything

    as for any issues you may have, letting me know goes a long way to getting them resolved... of course, please make sure to be up to date and post the version along with the issue
    Posted in: Addon Ideas
  • 0

    posted a message on Cross-realm grouping tool (like oQueue)
    chad, is that you?

    last I checked, no developer reacts well when someone insults them on their first meeting. especially if they're doing it for free.

    if you would like to see something modified, there are numerous locations to post. if you rant or be an ass, it gets ignored (chad is a perfect example). you can even talk me through your issues in vent and I'll see what I can do. please make sure to have the latest so we are talking about the same things

    oQueue was a learning experience as I had never used lua before on a project of any complexity (I'm a c++ dev). I'm still trying to figure stuff out, but most of it is fumbling in the dark (I don't know anyone that does lua...just this forum). I'm starting to 'get it' and the code is slowly changing to reflect it (I'm still unsure how to make lua oo... we'll see)

    if your issue is that it's 'all rights reserved' ... tough beans, that's not going to change. if your issue is with some of the features, most features can be toggled. if not, let me know. (FYI, i'll be changing the angry lil button to a raging lil bar if you're in combat)
    Posted in: Addon Ideas
  • To post a comment, please or register a new account.