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    posted a message on eePanels2 - Official Thread
    Alright, Seerah, I added my code to the eePanels_Scripts Wiki. My first ever edit of a wiki XD

    Hope I didn't screw it up. Thanks for your help, everyone :)
    Posted in: General AddOns
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    posted a message on eePanels2 - Official Thread
    Brilliant! That worked wonders, EE! Thank you very much :D

    Now I'm working on the Target frame, so that the panel behind it expands upwards when there is a target of target. I can only assume the code would be very similar to the one used for my pet, but I'm not certain the "UNIT_PET" call is the right one to use. I'm digging through the Wiki, though it's proving elusive. Any ideas?

    Code so far for reference:

    function eePanels2:FrameResize()
    local PetExists = UnitExists("targettarget")
     if PetExists then
      eePanel3:SetHeight(88)
     else
      eePanel3:SetHeight(48)
    end
    end
    eePanels2:RegisterEvent("PLAYER_TARGET_CHANGED", eePanels2.FrameResize)


    Edit: Nevermind, I found the proper call. It was "PLAYER_TARGET_CHANGED". I should've realized that :P

    Anywho, the final code for it, if anyone's interested and wants to do it themselves has been updated in the code snippet above.

    Attached is my UI I'm making. It's no where near complete in my opinion, but let me know what you think.
    Posted in: General AddOns
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    posted a message on eePanels2 - Official Thread
    Thanks a bunch guys, I'll give that a go when I have a moment :D
    Posted in: General AddOns
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    posted a message on eePanels2 - Official Thread
    I'm trying to write a little bit of code to make the panel behind the player unit frame to expand upwards when the pet unit frame and pet bar are visible. Like so:



    Right now, I have it manually sized, so when my pet isn't out, it looks like this:



    I'm trying to modify the code that was posted a while ago about how to resize a panel when the frame itself is resized, however, I'm not certain how to make it work for something like this. This is what I have so far, with the panel anchored to the bottom-middle of the Unit Frame so that only the heighth needs to be adjusted.

    local PitBullExists = getglobal("PitBullUnitFrame2")
    
    if PitBullExists then
    
    eePanel1_Hook = AceLibrary("AceAddon-2.0"):new("AceHook-2.1")
    
    function eePanel1_Hook:OnSizeChanged(frame, ...)
      eePanel1:SetHeight(frame:GetHeight()+5)
    end
    
    eePanel1_Hook:HookScript(PitBullUnitFrame2, "OnSizeChanged")
    end


    Any assistance or ideas you may be able to provide, any of you, would be highly appreciated :)
    Posted in: General AddOns
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    posted a message on eePanels2 - Official Thread
    I was wondering if in a later release there will be the ability to have multiple gradients in a single panel, instead of having to create multiples? Or perhaps a radial gradient option?

    I was also wondering if there might be a way (or if you were thinking of implementing it later, Evil Elvis) to make round eePanels, without using a round texture with an alpha channel and the border set to full transparent to simulate it.

    Such a thing would be awesome beyond all comprehension :D

    By the way, outstanding work on this mod, I love the flexibility of it :)
    Posted in: General AddOns
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    posted a message on Waterfall-1.0
    Error: bad argument #1 to 'pairs' (table expected, got function)
    AddOn: Waterfall-1.0
    File: Waterfall-1.0.lua
    Line: 301
    Count: 1


    Started receiving this error after installing Niagara last night. I'm not entirely sure what it means, but any help would be greatly appreciated in alleviating the problem.

    Edit: Oh, as a clarification. This error is produced when I click on the Niagara Fubar button. It opens up the Niagara window, however it's blank. I'd usually file this under Niagara as a bug, however it's Waterfall's code that's causing the error.
    Posted in: Libraries
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    posted a message on eePanels2 - Official Thread
    Ah. Thanks, Seerah. When I started this whole bunch of question asking, I did not see a CML thread on here...must have overlooked it. Anyway, thank you all very much for the help. :)
    Posted in: General AddOns
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    posted a message on eePanels2 - Official Thread
    Using the GetName method, it would appear it has no frame name, as it's returning a nil value when I run the script while hovering my mouse over the CML text. So, I can't just parent something to it, sadly. Also, I still can't seem to update the text for the time in an eePanel. It's come to my attention now that it's not even updating. It reports the time as of the initial execution of the LUA within the eePanel, but after that, it just sits there and does change.
    Posted in: General AddOns
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    posted a message on eePanels2 - Official Thread
    local THIS_text = THIS:CreateFontString(nil, "OVERLAY ") -- set strata of text;
    THIS_text:SetFontObject(GameFontHighlightSmall) -- Set the font type
    THIS_text:SetPoint("CENTER", THIS, "CENTER", 0, 0) -- center the text
    THIS_text:SetText(date("%I:%M")) -- text to display


    Alright, this seems to have done the trick. This will display the time inside the panel, however it has a leading zero on the hour, and I'm not sure how to format that out. I'm just not sure how to get the text to display in multiple lines now, within the eePanel. That's the next step.

    Also, is there way to append an "AM" or "PM" to the end of the time string? I'm a 12-hour format person, myself :)

    Edit: Also, it seems the text isn't updating properly. It draws the time as the minutes change, however it leaves the time preceding the minute change in the background, making it nigh impossible to read. When the servers come back up I'll post a screen.

    Edit 2: Here's the screenshot of what happens as time progresses with the above time-display code. Can't seem to correct it, nor can I figure out how to get the date formatting right. Would anyone happen to have a link to the date parameters? And an idea of how to get it to update properly?

    It's a bit frustrating, but I was putting THIS_text:SetText(date("I%:M%")) instead of date("%I:%M") >.<

    Posted in: General AddOns
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    posted a message on eePanels2 - Official Thread
    Quote from Vuurmeester »

    Otherwise it would be much nicer to have the CML text/code inside an eepanel, thus making it much easier to move your CML around (instead of manually editing the lua and reloading UI until you have it in the position you want it).


    Precisely. I want to be able to move my CML around, which CML does not natively support. That's why I wanted to simply have code in an eePanel to make "CML" more portable, as it were. I've tried so many variations, but for the life of me I can't get it work.
    Posted in: General AddOns
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    posted a message on eePanels2 - Official Thread
    Thanks. I'll keep tinkering with it. Any additional help would be greatly appreciated, though :)
    Posted in: General AddOns
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    posted a message on eePanels2 - Official Thread
    Howdy folks. I'm new to eePanels and have been fiddling around with it, when I discovered a rather small addon called "CML". I was wondering if it would be possible to have all the information displayed by the addon be placed inside of an eePanel. I tried modifying the CML LUA to parent to an eePanel (eePanel15), however it anchors itself to the initial position of the panel. When I go to move the panel, however, the information from CML does not move with it. I've tried variations of the CML LUA being added as a script of the Panel but to no avail. I was wondering if anyone might know of a script to generate the information CML does, within the Panel. I've tried googling the hell out of it, and I can't seem to find it anywhere. Any assistance would be greatly appreciated.
    Posted in: General AddOns
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