ah okay, didn't see that line so ... but it seems the safezone is a lil small or? i mean i have a latency about 106 and its just ~2 px width... with other castbars my safezone would be wider
I reverted two of the earlier commits. Should behave exactly as before now.
You also don't need to call RegisterUnitWatch()* on frame that you create. oUF does this internally for you. You DO however have to call it if you have used UnregisterUnitWatch() on a frame, and want it to work as intended afterwards.
I was checking out oBindings. Which I find interesting to say the least. How'd you learn to play with keybinds?
Same way I learned to type a keyboard where the labels don't match the actual keys it produces? I honestly don't know how to answer it. Just remove the bars, and make everything go by muscle memory.
Quote from Moon Witch »
Because when you're levelling your spells (and rotations) change a lot. Though, I am scared that when I try, I will lose every setting on where what goes. (I currently have stance changing. eg. when in shadowform bar 2 shows up, when normal bar 1 and then on scroll up 3 which is pvp. Is that possible with oBindings?
Should work if you use /swapactionbar 1 3 for swapping. Your post slightly confuse me however. Shadowform is a stance so it's actually bar 7.
Anyway, you can use ABS to save your actionbar setup.
Then in your code it would equal 1, since if(safeZonePercent > 1) then safeZonePercent = 1 end
So a red bar might be there, but it'd be microscopic. Mili is 1/1e3 of the standard.
Anyway: partytargets aren't headers, you can't just hide them. You have to run UnregisterUnitWatch(frame) before you hide them. You also need to run RegisterUnitWatche(frame) to show it again (no need for :Show()).
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I reverted two of the earlier commits. Should behave exactly as before now.
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yes, local _, _ ms = GetNetStats() is the same as: local _, _; ms = GetNetStats();
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By just changing the "value" from 1e6 to 1e3 you will get. The "new" safe zone math produces the same result as the old one did.
It would probably be better to use the time between the spell cast is sent, and when it starts instead of GetNetStats() however.
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Should be fixed on latest master.
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wrong: http://ixo.no/git/oUF.git/commit/?id=88449f60f5ffb946da1602e16c30939f007f5b80
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* You are calling it on a nil value there also.
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I demand that you read the following now: http://lua-users.org/wiki/TablesTutorial
and this: http://lua-users.org/wiki/ForTutorial
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Same way I learned to type a keyboard where the labels don't match the actual keys it produces? I honestly don't know how to answer it. Just remove the bars, and make everything go by muscle memory.
Should work if you use /swapactionbar 1 3 for swapping. Your post slightly confuse me however. Shadowform is a stance so it's actually bar 7.
Anyway, you can use ABS to save your actionbar setup.
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Anyway, I believe all 1.1.1 issues now are fixed. So... I'll give you a day to find some new bugs :p.
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But the messenger is the one allowing already posted messages to be edit, and apparently deleted in the middle of a conversation! :3
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http://ixo.no/git/oUF.git/commit/?id=65dab7c84298bb3d9c08d93b85d34ffc145250c0
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partytarget is not a header.
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I added :Enable() and :Disable() to the oUF object, which does this for you.
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Anyway: partytargets aren't headers, you can't just hide them. You have to run UnregisterUnitWatch(frame) before you hide them. You also need to run RegisterUnitWatche(frame) to show it again (no need for :Show()).