• 0

    posted a message on Non-combat pets
    I certainly don't know the boss fights these days, but I would assume that if players are getting marked by an addon, that's either to draw attention to them for the healers (hence unitframes matter) or it's to make sure the person knows they need to get clear so they don't kill the raid. In the latter case, it seems to make sense to me that the OT should get a skull if he's going to explode, and return to having a condom after he is "safe".
    Posted in: Lua Code Discussion
  • 0

    posted a message on Non-combat pets
    Frankly, that sounds like an issue with DBM. Putting markers directly on a player has it's advantages. For one, the marker can be added to unit frames.
    Posted in: Lua Code Discussion
  • 0

    posted a message on Non-combat pets
    Someone is probably after a "help me harass people that have pets out in a raid because I'm an asshole raid leader" addon.
    Posted in: Lua Code Discussion
  • 0

    posted a message on Get Savedvariables sorted a in deterministic way?
    I just shove my WTF in git. The only issue there is you need to be sure you pull before you launch the game, and push afterwards, or you'll run into conflicts.
    Posted in: Lua Code Discussion
  • 0

    posted a message on locals, functions and garbage
    Treat functions like tables, only declare them when you absolutely have to, and try to reuse them as much as you can... but also don't be afraid to dereference one so it will GC if you are not going to use it any more.
    Posted in: Lua Code Discussion
  • 0

    posted a message on OnUpdate never fires?
    Quote from egingell
    I usually use my name as a global when I'm debugging.


    Seconded. If I need to get something out to a global to /dump it, I just use TEK = blah at the spot I'm trying to debug.
    Posted in: Lua Code Discussion
  • 0

    posted a message on Ace2 End-Of-Life Discussion
    Well those people are clearly wrong.
    Posted in: Ace2
  • 0

    posted a message on Ace2 End-Of-Life Discussion
    Probably not, the beta servers are a different "region"
    Posted in: Ace2
  • 0

    posted a message on Ace2 End-Of-Life Discussion
    Unless something beyond BNet (which isn't on beta yet) is added, I doubt chat addons will be affected really. Who knows.
    Posted in: Ace2
  • 0

    posted a message on Ace2 End-Of-Life Discussion
    Will it really? I hate when people make such broad statements about addon breakage, especially when addons haven't even been enabled in beta yet.
    Posted in: Ace2
  • 0

    posted a message on RealID reading and broadcasting
    The only place I've seen your own name exposed to yourself is in BNet group chat, as I said above. That's actually what I wanted to *fix* with my addon, but I need to know the player's own name to do that. I have tried every "send a BN whisper to yourself" method I've seen, and NONE work. So, again, please post code, don't just say it works for you or someone... PROVE IT!

    Oh and a side note, I've been told that even in BN group chat your own real name will be going away sometime in the future, so there isn't too much to worry about really, for the paranoids. It sounded like they were just going to replace it with your current toon's name. Friends would still see your real name, though.
    Posted in: General Chat
  • 0

    posted a message on ChatFrame.lua arg13 missing in 3.3.5
    I don't know exactly what it is for, but I do know it's BNet-session specific. You're safe to cache it so long as you dump the cache if you're disconnected from BNet (there are events for that).
    Posted in: Lua Code Discussion
  • 0

    posted a message on RealID reading and broadcasting
    Post your code. I have tested every version of the "send a whisper to yourself" crap that people have been spreading and none of them work. They all seem to rely on getting your own ID from the friends list and then whispering yourself and watching the name that comes through. You can't friend yourself, so you can't get your own presenceID from the friend list, and you can't message users that aren't on your friends list, so it all fails silently. The only case I've seen is BNet chat, which requires you to have two online BNet friends, initiate a chat, and send a message that both of them will see.

    Your little crusade against SendAddonMessage makes no sense. An addon could just as well /yell anything it wanted and hide the yell from you. SAM only works if the other player has something to catch and handle the message, and is directly targeted at a small number of players, not everyone in /yell range. There is nothing wrong with SAM that isn't an issue with any system where you can communicate with other users.
    Posted in: General Chat
  • 0

    posted a message on RealID reading and broadcasting
    I would like to note that, unless you're actually using RealID friends, an addon can't get anything of use that I've been able to find yet. I *have* a valid reason for needing the player's name in an addon, and I can't find any way to get it unless you're in a BNet group chat room. The people posting shit to forums are just stiring up drama with a bunch of paranoia FUD.
    Posted in: General Chat
  • To post a comment, please or register a new account.