1. Extremely limited options. If you were only talking about the bars then yes, but I doubt you were.
2. Clicking the lock button places 5 very visible black transparent squares on your screen with labels on them. I don't think you should have missed them.
I didn't mean to offend you any way, I apologize if I did. The only sarcastic statement was my first sentence, which was to convey that you spent very little time fiddling with it, and was later confirmed by yourself.
Anyways, don't post about DXE anymore in this thread, it's for BigWigs, not my mod. If you have any questions or concerns post in the comments on the project page or PM me. Thanks.
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Jul 29, 2009You must have spent 2 minutes using it. You click lock button to unlock/lock and there is an advanced button to show more options. And you must have no loaded the modules to see the encounter options. Btw you shift + click the bottom part to move it.Posted in: AddOn HELP!
Jul 9, 2009The problem is you parented the rows to the scroll frame. FauxScrollFrame_Update will hide the scroll frame when appropriate. You should parent the rows to the eventsFrame or change FauxScrollFrame_Update toPosted in: Lua Code Discussion
FauxScrollFrame_Update(frames.scroll,#list,MAX_ROWS,ROW_HEIGHT,nil, nil, nil, nil, nil, nil, true)
Also, in scrollUpdate()
if index < #list then
if index <= #list then
Jul 8, 2009I can personally say the difference in speed between UNIT_HEALTH and OnUpdate updates is huge. An easy test case is to put a Blizzard raid frame next to a raid frame that solely relies on UNIT_HEALTH.Posted in: Unit Frames
Jul 8, 2009It definitely works on all units. I'm 100% sure Blizzard's Raid Frames have this functionality. In RaidPulloutButton_UpdateSwapFrames it makes a call to UnitFrameHealthBar_Initialize which then gets cvar "predictedHealth" and sets the OnUpdate.Posted in: Unit Frames
May 10, 2009I definitely saw some blue post saying wow will be able to use 3 cores in patch 3.1. But then post 46 on http://forums.worldofwarcraft.com/thread.html?topicId=1778017311&sid=1&pageNo=1 contradicts it.Posted in: General Chat
Apr 14, 2009kollektiv posted a message on Cannot download files from CurseForge due to CAPTCHA [resolved]Is there a reason why you don't use the curse client to update?Posted in: General Chat
Apr 7, 2009I was wondering about this too a few days ago so I took a look at Grid and SecureTemplates.lua. To create and configure a header in Lua only you'd do:Posted in: Lua Code Discussion
local header = CreateFrame("Frame","Header",UIParent,"SecureGroupHeaderTemplate")
Then you set the attributes, which are all documented in SecureTemplates.lua
showRaid = [BOOLEAN] -- true if the header should be shown while in a raid showParty = [BOOLEAN] -- true if the header should be shown while in a party and not in a raid showPlayer = [BOOLEAN] -- true if the header should show the player when not in a raid showSolo = [BOOLEAN] -- true if the header should be shown while not in a group (implies showPlayer) nameList = [STRING] -- a comma separated list of player names (not used if 'groupFilter' is set) groupFilter = [1-8, STRING] -- a comma seperated list of raid group numbers and/or uppercase class names and/or uppercase roles strictFiltering = [BOOLEAN] - if true, then characters must match both a group and a class from the groupFilter list point = [STRING] -- a valid XML anchoring point (Default: "TOP") xOffset = [NUMBER] -- the x-Offset to use when anchoring the unit buttons (Default: 0) yOffset = [NUMBER] -- the y-Offset to use when anchoring the unit buttons (Default: 0) sortMethod = ["INDEX", "NAME"] -- defines how the group is sorted (Default: "INDEX") sortDir = ["ASC", "DESC"] -- defines the sort order (Default: "ASC") template = [STRING] -- the XML template to use for the unit buttons templateType = [STRING] - specifies the frame type of the managed subframes (Default: "Button") groupBy = [nil, "GROUP", "CLASS", "ROLE"] - specifies a "grouping" type to apply before regular sorting (Default: nil) groupingOrder = [STRING] - specifies the order of the groupings (ie. "1,2,3,4,5,6,7,8") maxColumns = [NUMBER] - maximum number of columns the header will create (Default: 1) unitsPerColumn = [NUMBER or nil] - maximum units that will be displayed in a singe column, nil is infinate (Default: nil) startingIndex = [NUMBER] - the index in the final sorted unit list at which to start displaying units (Default: 1) columnSpacing = [NUMBER] - the ammount of space between the rows/columns (Default: 0) columnAnchorPoint = [STRING] - the anchor point of each new column (ie. use LEFT for the columns to grow to the right)
Now you have to specify how the children are configured. You add a 'initialConfigFunction' field to the header
header:SetAttribute("template","SecureUnitButtonTemplate") local initialConfigFunction(child) ... -- manipulate child here ... end header.initialConfigFunction = initialConfigFunction
Also, you'll have to register all the events you want (health, power..etc.) for each child in the function. You get the unitd by calling child:GetAttribute("unit").
The rest (set pointing, creation, ..etc.) is automatically done by SecureTemplates.lua. I'd recommend looking at GridFrame.lua and GridLayout.lua.
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