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Updated: 03-02-12 04:24 AM
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oUF.
Updated:03-02-12 04:24 AM
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oUF Fader  Popular! (More than 5000 hits)

Version: 40300.23-Beta
by: p3lim [More]

This addon is discontinued.


Description:
oUF Fader is a element plug-in made for the UnitFrame framework oUF.
It is required that you have this addon updated at all times to make everything work as it should.
You can download oUF by clicking on the link located under the "Download" button on the right.


Features:
- Condition based fading of unit frames
- Smooth or instant fading

Full changelog can be found on GitHub:
https://github.com/p3lim/oUF_Fader/commits/master/
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Unread 08-20-12, 06:25 PM  
MiRai
A Warpwood Thunder Caller

Forum posts: 96
File comments: 104
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p3lim!

Please give us good news and say that oUF_Fader will see those little issues fixed for Mists of Pandaria!

I've also been getting taint for quite some time and didn't decide to track it down until today. I'm not entirely sure whether it's oUF_Fader or oUF_Fail/Karma not playing nice with each other, but it only happens when oUF_Fader is enabled. This is happening on both live and MoP beta.

Cata Live Taint Log [oUF & oUF_Fail]
Code:
8/20 19:04:38.795  An action was blocked in combat because of taint from oUF - oUF_failPlayer:Show()
8/20 19:04:38.795      Interface\FrameXML\UIParent.lua:2506 UIFrameFade()
8/20 19:04:38.795      Interface\FrameXML\UIParent.lua:2527 UIFrameFadeIn()
8/20 19:04:38.795      Interface\AddOns\oUF_Fader\oUF_Fader.lua:22

MoP Beta Taint Log [oUF (Using the latest oUF from GitHub) & oUF_Fail (Slowly updating it myself)]
Code:
8/20 19:02:43.568  Global variable oUF tainted by oUF - Interface\AddOns\oUF\ouf.lua:581
8/20 19:02:43.568  Execution tainted by oUF while reading oUF - Interface\AddOns\oUF_Fail\tags.lua:176
8/20 19:02:43.568  An action was blocked in combat because of taint from oUF - oUF_failTarget:Show()
8/20 19:02:43.568      Interface\FrameXML\UIParent.lua:2641 UIFrameFade()
8/20 19:02:43.568      Interface\FrameXML\UIParent.lua:2662 UIFrameFadeIn()
8/20 19:02:43.568      Interface\AddOns\oUF_Fader\oUF_Fader.lua:22 func()
8/20 19:02:43.568      Interface\AddOns\oUF\events.lua:113 ?()
8/20 19:02:43.568      Interface\AddOns\oUF\events.lua:69
MoP Beta Taint Log [oUF (Using the latest oUF from GitHub) & oUF_Karma (Updated)]
Code:
8/20 19:15:29.387  An action was blocked in combat because of taint from oUF - oUF_karmaPlayer:Show()
8/20 19:15:29.387      Interface\FrameXML\UIParent.lua:2641 UIFrameFade()
8/20 19:15:29.387      Interface\FrameXML\UIParent.lua:2672 UIFrameFadeOut()
8/20 19:15:29.387      Interface\AddOns\oUF_Fader\oUF_Fader.lua:28 ?()
8/20 19:15:29.387      Interface\AddOns\oUF\events.lua:69
I'm adding the following to Player, Target, TargetTarget, Focus, FocusTarget:
Code:
		--oUF_Fader Options
		self.FadeCasting = true
		self.FadeCombat = true
		self.FadeTarget = true
		self.FadeHealth = true
		self.FadePower = false
		self.FadeHover = true
		self.FadeSmooth = 1.0
		self.FadeMinAlpha = 0
		self.FadeMaxAlpha = 1.0


I'm not pointing the finger at you or your addon, I'm only saying that it doesn't happen with oUF & oUF_Fail/Karma enabled, only after I enable oUF_Fader.
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Unread 06-19-12, 01:34 PM  
MiRai
A Warpwood Thunder Caller

Forum posts: 96
File comments: 104
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Originally Posted by p3lim
Originally Posted by MiRai
Upon logging in, the Target of Target and Focus Target frames initially fade in smooth but, after that they no longer do until after a "/reload". I have Player, Target, Target of Target, Focus, and Focus Target all set to identical settings within oUF_Fail's core.lua.

Not a game breaking issue but, I thought I would just mention it.
Yeah I've noticed quite a few stuff like this that I am going to adress soon, but time is a little slim right now.
Hey p3lim, was curious if there was any update to this or anything in the works?

Thanks.
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Unread 03-22-12, 12:49 AM  
p3lim
A Pyroguard Emberseer
 
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Originally Posted by ilillillil
Upon logging in, the Target of Target and Focus Target frames initially fade in smooth but, after that they no longer do until after a "/reload". I have Player, Target, Target of Target, Focus, and Focus Target all set to identical settings within oUF_Fail's core.lua.

Not a game breaking issue but, I thought I would just mention it.
Yeah I've noticed quite a few stuff like this that I am going to adress soon, but time is a little slim right now.
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Unread 03-21-12, 09:29 PM  
MiRai
A Warpwood Thunder Caller

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File comments: 104
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Upon logging in, the Target of Target and Focus Target frames initially fade in smooth but, after that they no longer do until after a "/reload". I have Player, Target, Target of Target, Focus, and Focus Target all set to identical settings within oUF_Fail's core.lua.

Not a game breaking issue but, I thought I would just mention it.
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Unread 03-16-12, 08:58 AM  
gezus
A Deviate Faerie Dragon

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I cannot get this to work for the life of me.

I want my player bar to vanish completely when I am at full health. And then reappear as soon as I interact with an NPC or enemy.

More or less to have the same functionality of the target frame. Just wait till full heath before closing.

I downloaded this rar and put it in the interface addon folder.
I downloaded Niev oUF Unit frame, and put it in the interface addon folder.
I then put this at the bottom of my "config.lua" (Inside the Niev folder)
--[[ oUF_BarFader support ]]
if(unit=="player" and IsAddOnLoaded("oUF_BarFader")) then
self.BarFade = true
self.BarFaderMinAlpha = 0
self.BarFaderMaxAlpha = 1
end
All I get is both player/target frames now only appear about 50% opacity. and don't change for anything. As well as the player frame never closes.

I would appreciate any help I can get to make this work.

Thanx.
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Unread 03-03-12, 08:45 PM  
MiRai
A Warpwood Thunder Caller

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Originally Posted by p3lim
As it is now, party/raid frames are excluded, because they are usually faded by range.
Gotcha... Thanks.
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Unread 03-03-12, 06:13 PM  
p3lim
A Pyroguard Emberseer
 
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As it is now, party/raid frames are excluded, because they are usually faded by range.
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Unread 03-03-12, 02:37 PM  
MiRai
A Warpwood Thunder Caller

Forum posts: 96
File comments: 104
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Hi p3lim,

Does oUF_Fader work for party frames as well? I was assuming it did but, in oUF_Karma I cannot get it to work. I added the self.* entries the same way that I did for player/target/tot/etc but, still no joy. Perhaps the way that oUF_Karma is designed is what is causing it. Not a big deal if that is the case, I was just playing with my UI and was curious to see what it might look like with the party frames faded out.

Thanks.

lua Code:
  1. party = function(self, ...)
  2.                
  3.         self.mystyle = "party"
  4.  
  5.         self.Range = {
  6.             insideAlpha = 1,
  7.             outsideAlpha = 0.4,
  8.         }
  9.  
  10.         -- Generate Bars
  11.         lib.gen_hpbar(self)
  12.         lib.gen_hpstrings(self)
  13.         lib.gen_highlight(self)
  14.         lib.gen_ppbar(self)
  15.         lib.gen_RaidMark(self)
  16.         lib.ReadyCheck(self)
  17.         lib.gen_LFDRole(self)
  18.        
  19.         --style specific stuff
  20.         self.Health.frequentUpdates = true
  21.         self.Health.colorSmooth = true
  22.        
  23.         ----------------------
  24.         -- oUF_Fade Options --
  25.         ----------------------
  26.        
  27.         self.FadeCasting = true
  28.         self.FadeCombat = true
  29.         self.FadeTarget = true
  30.         self.FadeHealth = true
  31.         self.FadePower = true
  32.         self.FadeHover = true
  33.  
  34.         -- If you prefer smooth fading, set this value to the number of seconds to fade.
  35.         -- Don't set if you prefer instant fading.
  36.         self.FadeSmooth = 0.5
  37.  
  38.         -- Faded-out alpha, default is 0.3
  39.         self.FadeMinAlpha = 0
  40.         -- Faded-in alpha, default is 1
  41.         self.FadeMaxAlpha = 1.0    
  42.        
  43.         -- self.Health.bg.multiplier = 0.3
  44.         self.Power.colorClass = true
  45.         self.Power.bg.multiplier = 0.5
  46.         lib.gen_InfoIcons(self)
  47.         lib.CreateTargetBorder(self)
  48.         lib.CreateThreatBorder(self)
  49.         lib.HealPred(self)
  50.         lib.debuffHighlight(self)
  51.         lib.raidDebuffs(self)
  52.         lib.addPhaseIcon(self)
  53.         lib.createAuraWatch(self, unit)
  54.  
  55.         self.Health.PostUpdate = lib.PostUpdateRaidFrame
  56.         self:RegisterEvent('PLAYER_TARGET_CHANGED', lib.ChangedTarget)
  57.         self:RegisterEvent('RAID_ROSTER_UPDATE', lib.ChangedTarget)
  58.         self:RegisterEvent("UNIT_THREAT_LIST_UPDATE", lib.UpdateThreat)
  59.         self:RegisterEvent("UNIT_THREAT_SITUATION_UPDATE", lib.UpdateThreat)
  60.     end,
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Unread 03-02-12, 12:19 PM  
Taet
A Deviate Faerie Dragon

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very tnx
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Unread 03-02-12, 04:26 AM  
p3lim
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Due to the high amount of requests, I have updated the plug-in.
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Unread 01-12-12, 07:46 AM  
Taet
A Deviate Faerie Dragon

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plz

Any real chance for update this plugin ?
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Unread 12-04-11, 08:31 AM  
Taffu
A Flamescale Wyrmkin
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Originally Posted by nin
Hey p3lim!

Wondering what needs too be changed too make the frame register the pet frame, for me it's spitting error because of the pet happiness change in 4.2 , any hints on a solution appreciated! :-)
GetPetHappiness is no longer valid with 4.3, so on line 14, remove the references to GetPetHappiness so that just "if(unit == 'pet') [...]" is left.
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Unread 09-02-11, 10:46 AM  
nin
A Cobalt Mageweaver
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Hey p3lim!

Wondering what needs too be changed too make the frame register the pet frame, for me it's spitting error because of the pet happiness change in 4.2 , any hints on a solution appreciated! :-)
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Unread 11-17-10, 11:44 AM  
grimgaw
A Murloc Raider
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Originally posted by grimgaw
Any chance of adding 'smooth fade' à la oUF Smooth (but obviously for opacity instead of hp/energy update)
Almost a year, heh.
Anyhow, replace:
Code:
self:SetAlpha(self.BarFaderMinAlpha or 0.25)
with
Code:
UIFrameFadeOut(self, 1, self:GetAlpha(), self.BarFaderMinAlpha or 0.25)
and
Code:
self:SetAlpha(self.BarFaderMaxAlpha or 1)
with
Code:
UIFrameFadeIn(self, 1, self:GetAlpha(), self.BarFaderMaxAlpha or 1)
Where red number is time to fade out/in in seconds.
Last edited by grimgaw : 11-17-10 at 12:31 PM.
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Unread 02-28-10, 05:14 PM  
mrruben5
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In the meantime:

lua Code:
  1. if(self.Castbar and UnitCastingInfo(unit)) then return true end
  2. --if(self.Castbar and (self.Castbar.casting or self.Castbar.channeling)) then return true end
Last edited by : 02-28-10 at 05:15 PM.
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