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    posted a message on Recount
    I was wondering if anyone else was experiencing this problem I've been having. I couldn't find much in a search so I decided to post up on this thread. I've been having this problem for quite some time. Many months, at least. The recount window will randomly clear itself empty (the data is all still there) and make me have to reselect current fight (or whatever it's on) to get the bars to show back up again.

    What also will happen sometimes when I'd go to reselect current fight is when I have the fight selection list up, before I could click on any of them, the list would close. I would have to fight with recount for a little to try and select the fight quickly enough so the list wouldn't vanish on me.

    This has been happening through multiple reinstalls/patches of recount. Is this a known issue or something only I am experiencing? And again, it doesn't happen all the time. It seems to have been happening less recently, but that could be due to the fact that I'm so used to it now.
    Posted in: General AddOns
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    posted a message on [Grid] Modules: Threat,RaidIcons,MTs / Indicators: Text3,SideIcons
    Quote from Azethoth
    text2 is built into Grid.


    I only have Center Text, no other text modules there for text, I can go check again I guess.

    Anyway, it's still grayed out.
    Posted in: Grid & Grid2
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    posted a message on [Grid] Modules: Threat,RaidIcons,MTs / Indicators: Text3,SideIcons
    I'm having a problem with GridIndicatorText3. I see in the TODO under it, it says that it's dependent on text2, I can only assume that there is another grid indicator text mod that adds a second text area. I cannot seem to be able to find this other module which is needed to get these additional text areas to work. (This mod leaves a grayed out "Center Text 3" spot in the config that I can't click)

    Anyone able to tell me where to find this other module?
    Posted in: Grid & Grid2
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    posted a message on SavedInstances
    Locking the Fubar panel fixed the error when opening the config. Just picked up 2.0 as well, works great. Having the different info on ctrl-mouseover and shift-mouseover is perfect. In the day I've had the mod I've used it a more than a couple times.
    Posted in: Raid AddOns
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    posted a message on SavedInstances
    Well, just now I tried to open up the Fubar config and that errored. Might have been related. Fubar has never errored for me before. I'll look into that while I try to find the lock thing.

    Anyway, I love the mod. I can't tell you how many times I wish I could know what my other characters were saved to without having to logout, log back in and check to find out that he's saved. I haven't used any other versions of this or even any other mods like this before.

    As for Raid IDs, that would be pretty sweet to have maybe in the config window somewhere. The way the mouse-over is right now is perfect, adding ID's in there might make it too crowded, not sure. But knowing what ID my other character is saved to could be useful. Maybe make it an option to show ID's or not so people that need to can check and it's out of the way for the rest.
    Posted in: Raid AddOns
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    posted a message on SavedInstances
    Currently getting an error when I run it. While I play with stuff and try to figure out what's causing it, I figure I would post it here. I'm sure it's just me though. It only happens the first time I open the window after loading a character.

    Date: 2009-01-28 16:59:18
    ID: 1
    Error occured in: Global
    Count: 1
    Message: ..\AddOns\FuBar\FuBar.lua line 1374:
       SavedInstances: You must be attached to a panel.
    Debug:
       (tail call): ?
       [C]: ?
       [C]: error()
       FuBar\FuBar.lua:1374: Plugin_StartDrag()
       FuBar\FuBar.lua:1210:
          FuBar\FuBar.lua:1207
       FuBar\FuBar.lua:1213:
          FuBar\FuBar.lua:1207
    I picked up the 2.0-beta2 version.
    Posted in: Raid AddOns
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    posted a message on Post useful/interesting DogTag-1.0 sequences here
    So did anyone know if there is a way to compare strings to values returned from tags using if-else statements and what the syntax is?
    Posted in: Unit Frames
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    posted a message on Post useful/interesting DogTag-1.0 sequences here
    Quote from Ellipsis »

    Target always returns the unit + "target", so if used on the party frames it will return "party1target" on party1's frame, "party2target" on party2's frame, etc.

    If you were seeing *your* target's raid icon, you probably accidentally did [RaidIcon(unit="target")] instead of [RaidIcon(unit=Target)] - the quotes make a big difference.


    Ohh wow, really? Can you explain quickly what the quotes do if they make a difference for me, please? I never saw that when I was reading up about this..

    EDIT: BTW that Target thing worked, it's doin what it should.
    Posted in: Unit Frames
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    posted a message on Post useful/interesting DogTag-1.0 sequences here
    Using the code [RaidIcon(unit="party1target")], it returns the icon of the first party member's target. I didn't know "party1target" was an available unit type. A good list of these somewhere would be nice, I couldn't find one with the rest of the stuff I looked up.

    If this is the only way to do it, then I have to write a bunch of other stuff to display the target icon from the correct party member. So now I need something like [if Target="party1target" then RaidIcon(unit="party1target") end].

    I think that Target will only return party1target when it's from the unit party1, so if I can get it to compare the output of Target with party1target correctly, it might work. It doesn't seem to want to compare strings with if-then statements, only boolean values.
    Posted in: Unit Frames
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    posted a message on Post useful/interesting DogTag-1.0 sequences here
    I'm 95% sure I tried that and it only output the raid icon of MY current target, as if the "target" unit cares not of it's relative source, but only works from player's target. I'll try to give it another shot though to make sure.
    Posted in: Unit Frames
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    posted a message on Post useful/interesting DogTag-1.0 sequences here
    I'm lookin for some code that will let me return the raid icon of party member's targets. I know that RaidIcon(unit) returns a raid icon and there is the party# unit, but I don't know how to (if you even can) get it to use the party member's target as a unit. Any help on this would be great, thanks.
    Posted in: Unit Frames
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    posted a message on PitBull 2.0
    I did search. That's why I posted here. The only other DogTags help thread that wasn't one person asking a specific question and having it answered in the next post, where the thread ends, is one where the poster asks for DogTag ideas to make it better.

    So would someone be so kind as to direct me to this huge DogTags help thread that seems to exist?
    Posted in: Unit Frames
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    posted a message on PitBull 2.0
    Quote from Kerecha »

    I would suggest asking in the DogTag threads if there is a possibility to do something like that with dogtags.


    I would but I can't seem to find a DogTags thread the same way there is this Pitbull thread. I figured this would be an alright place to ask, since the addons go hand-in-hand. Do you want me to just start a new thread altogether then?
    Posted in: Unit Frames
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    posted a message on PitBull 2.0
    Hey guys! I have a quick question and probably one that can be answered just as quickly in return. The way I have it set up, I did not wish to use the party targets frame because I only use that entire frame to see what marks people have targeted. I thought I could just make a text code in the party frame somewhere to display what mark they have targeted but I'm having trouble getting it working correctly.

    I know that RaidIcon(unit) will return the raid icon of the unit. The unit I want displayed is the party member's target. the "target" unit works off of MY target and the "party1" unit works off of whatever the first party member's icon is. I want to know if there's a way to return the target of party members so I can get this icon thing workin.
    Posted in: Unit Frames
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