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Updated: 03-02-12 04:24 AM
Addon for:
oUF.
Updated:03-02-12 04:24 AM
Created:unknown
Downloads:19,639
Favorites:128
MD5:
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/
Archived Files (9)
File Name
Version
Size
Author
Date
30200.22
1kB
p3lim
08-04-09 03:41 PM
30200.21
1kB
p3lim
08-04-09 03:11 PM
30100.20
1kB
p3lim
05-10-09 05:35 PM
30100.19
1kB
p3lim
04-17-09 09:34 AM
30000.18
1kB
p3lim
02-10-09 10:02 AM
30000.17
1kB
p3lim
02-07-09 02:37 PM
30000.16
1kB
p3lim
01-27-09 01:43 PM
30000.15
1kB
p3lim
01-23-09 04:13 PM
30000.14
1kB
p3lim
12-20-08 10:36 PM


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Unread 02-17-10, 12:33 PM  
aovzaphod
A Kobold Labourer

Forum posts: 0
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Sorry if you stopped working on this plugin, but using oUF, I love having a fade out option....

As a Rogue, when I am just summoning my mount, or trying to create a cooking fire, if I am full health, the bar stays faded out. Any way to make it smart enough to know if I am casting something? Perhaps because I am a Rogue I am missing something?
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Unread 10-18-09, 02:07 AM  
Rufio
A Murloc Raider
 
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great plugin! but how can i make the barfade work for single frames (e.g. ouf_runebar) ?
i don't want to fade out all of my frames
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Unread 09-08-09, 10:57 AM  
wurmfood
A Flamescale Wyrmkin
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Forum posts: 122
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Originally posted by p3lim
I know what the issue is, but Its not really my top priority.
Heh, no problem. At least it will stop driving me nuts for now.
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Unread 09-08-09, 07:28 AM  
p3lim
A Pyroguard Emberseer
 
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Originally posted by wurmfood
I think I've found a problem, but I'm not sure if it's because of something I'm doing or BarFader.

When casting a spell, if I don't have another condition already true (e.g. targeting something) then the bar won't show. However, if I start casting, target, and deselect my target, the cast bar still shows (as it should).

In trying to track this down, I think I might know what's going on. It seems tha t the check that BarFader makes can sometimes be faster than oUF is able to set castbar.casting or castbar.channeling to true.

I tested this in two steps. First, I added "DEFAULT_CHAT_FRAME:AddMessage(pending(self, self.unit))" to the update function of BarFader. When I'd first cast a spell, I'd get nil. If I moved to interrupt it, I'd get a true. Next, I moved the "castbar.casting = true" up in castbar.lua to right after "local castbar = self.Castbar".

This one change caused the castbar to start showing up again.

Since other people don't seem to be having this problem, any ideas on what I might be doing wrong?
I know what the issue is, but Its not really my top priority.
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Unread 09-08-09, 02:23 AM  
wurmfood
A Flamescale Wyrmkin
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I think I've found a problem, but I'm not sure if it's because of something I'm doing or BarFader.

When casting a spell, if I don't have another condition already true (e.g. targeting something) then the bar won't show. However, if I start casting, target, and deselect my target, the cast bar still shows (as it should).

In trying to track this down, I think I might know what's going on. It seems tha t the check that BarFader makes can sometimes be faster than oUF is able to set castbar.casting or castbar.channeling to true.

I tested this in two steps. First, I added "DEFAULT_CHAT_FRAME:AddMessage(pending(self, self.unit))" to the update function of BarFader. When I'd first cast a spell, I'd get nil. If I moved to interrupt it, I'd get a true. Next, I moved the "castbar.casting = true" up in castbar.lua to right after "local castbar = self.Castbar".

This one change caused the castbar to start showing up again.

Since other people don't seem to be having this problem, any ideas on what I might be doing wrong?
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Unread 06-20-09, 03:40 PM  
Purity
A Deviate Faerie Dragon

Forum posts: 16
File comments: 172
Uploads: 0
Originally posted by Barosh
I dont know how to activate this addon.

In my coree.toc is already "## OptionalDeps: oUF_BarFader"

What else must I do?
I pasted this into the layout I was using. (after adding it as an optional dep, too)

Code:
   --[[ oUF_BarFader support ]]
    if(unit=="player" and IsAddOnLoaded("oUF_BarFader")) then
        self.BarFade = true
        self.BarFaderMinAlpha = 0
        self.BarFaderMaxAlpha = 1
end
Maybe that will get it working for you. Adjust as needed. Good luck!
__________________
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Unread 04-13-09, 06:26 AM  
p3lim
A Pyroguard Emberseer
 
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Originally posted by grimgaw
Any chance of adding 'smooth fade' la oUF Smooth (but obviously for opacity instead of hp/energy update)
Add it as a feature request and Ill look into it
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Unread 04-12-09, 09:50 AM  
grimgaw
A Murloc Raider
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Any chance of adding 'smooth fade' la oUF Smooth (but obviously for opacity instead of hp/energy update)
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Unread 03-21-09, 06:18 AM  
p3lim
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Read the documentation inside the lua file for usage.
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Unread 03-21-09, 03:23 AM  
Barosh
A Kobold Labourer

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I dont know how to activate this addon.

In my coree.toc is already "## OptionalDeps: oUF_BarFader"

What else must I do?
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Unread 02-20-09, 01:28 AM  
HAHADORI
A Kobold Labourer

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Originally posted by HAHADORI
First of all thanx for everything..
well.. while i am using your layout with 'OUF_barfader', i got a small problem. the function of barfader is that, when target is exsist, it changes the values of alpha as you know. so i set it up, when the target is not exist, then the player fade out. But the barfader make the frame of target fade out too, when target is exist.

um.. i don't kow you can understand what i am saying... if you cant, plz let me know your e-mail address. i have a screenshot so i will send it to you.

PS. actually, i dont know it is the problem up to your layout or 'OUF_barfader'/
so i will post it on 'OUF_barfader' too//

thanx.
I fixed it by callean's help.. thanx anyway for everything!!
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Unread 02-20-09, 12:35 AM  
HAHADORI
A Kobold Labourer

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First of all thanx for everything..
well.. while i am using your layout with 'OUF_barfader', i got a small problem. the function of barfader is that, when target is exsist, it changes the values of alpha as you know. so i set it up, when the target is not exist, then the player fade out. But the barfader make the frame of target fade out too, when target is exist.

um.. i don't kow you can understand what i am saying... if you cant, plz let me know your e-mail address. i have a screenshot so i will send it to you.

PS. actually, i dont know it is the problem up to your layout or 'OUF_barfader'/
so i will post it on 'OUF_barfader' too//

thanx.
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Unread 01-27-09, 04:29 PM  
HAHADORI
A Kobold Labourer

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Re: Re: Error report

Originally posted by gagou
this is the error I got in my previous post, you can fix it by applying the modification I gave but I'm not sure this is the best way to solve it.

//gagou
Actually.. I tried to fix the errors by your modification.. but I got a same error.

//p3lim
now it works properly!! thanks for your quick response
Last edited by HAHADORI : 01-27-09 at 05:25 PM.
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Unread 01-27-09, 01:35 PM  
p3lim
A Pyroguard Emberseer
 
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Re: BarFader with party support

Originally posted by gagou
it seems that oUF_BarFader now support all units but when I join a party I got a problem with UnitAffectingCombat(unit) because unit is nil
to solve this problem I had to test the existence of unit so the function update transform in:

Code:
local function Update(self)
	local unit = self.unit
	if unit then
		if(self.Castbar and (self.Castbar.casting or self.Castbar.channeling)) then
			self:SetAlpha(self.BarFadeMaxAlpha or 1)
		elseif(UnitAffectingCombat(unit)) then
			self:SetAlpha(self.BarFadeMaxAlpha or 1)
		elseif(unit == 'pet' and GetPetHappiness()) then
			self:SetAlpha((GetPetHappiness() < 3) and (self.BarFadeMaxAlpha or 1) or (self.BarFadeMinAlpha or 0.25))
		elseif(UnitExists(unit..'target')) then
			self:SetAlpha(self.BarFadeMaxAlpha or 1)
		elseif(Regenerating(unit)) then
			self:SetAlpha(self.BarFadeMaxAlpha or 1)
		else
			self:SetAlpha(self.BarFadeMinAlpha or 0.25)
		end
	end
end
(I did some debuging and found that the first call to the function update for party have nil as unit)

in my layout I spawn the party with
local party = oUF:Spawn('header', 'oUF_Party')
party:SetManyAttributes('yOffset', -5, 'showParty', true)

I tried also with
party:SetManyAttributes('yOffset', -5, 'showParty', true, 'showPlayer', true) to check if the first unit in party won't be nil, but no change it's still nil.

is it a problem with oUF_BarFader or directly with oUF?
It wasnt meant to support headers, ill fix it right away

Next time use bug report system on my portal
Last edited by p3lim : 01-27-09 at 01:36 PM.
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Unread 01-27-09, 09:01 AM  
gagou
A Deviate Faerie Dragon
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Re: Error report

Originally posted by HAHADORI
First of all thanks for your addon!!
I got an this error.. and i cant figure out how to solve this peoblem.
could u test it and find a way to fix it?

And i also got a problen when i am in party... Barfader eliinate the all party framse ...

Interface\AddOns\oUF_BarFader\oUF_BarFader.lua:28: Usage: UnitAffectingCombat("unit")
Count: 2

Call Stack:
[C]: ?
[C]: in function `UnitAffectingCombat'
Interface\AddOns\oUF_BarFader\oUF_BarFader.lua:28: in function <Interface\AddOns\oUF_BarFader\oUF_BarFader.lua:23>
Interface\AddOns\oUF_BarFader\oUF_BarFader.lua:43: in function `enable'
Interface\AddOns\oUF\ouf.lua:382: in function `EnableElement'
Interface\AddOns\oUF\ouf.lua:237: in function <Interface\AddOns\oUF\ouf.lua:190>
Interface\AddOns\oUF\ouf.lua:255: in function `configFunction'
Interface\FrameXML\SecureTemplates.lua:518: in function <Interface\FrameXML\SecureTemplates.lua:515>
[C]: in function `securecall'
Interface\FrameXML\SecureTemplates.lua:525: in function `SetupUnitButtonConfiguration'
Interface\FrameXML\SecureTemplates.lua:604: in function <Interface\FrameXML\SecureTemplates.lua:558>
Interface\FrameXML\SecureTemplates.lua:747: in function `SecureGroupHeader_Update'
[string "*:OnShow"]:1: in function <[string "*:OnShow"]:1>
[C]: in function `Show'
Interface\AddOns\oUF_Caellian\oUF_Caellian.lua:702: in main chunk
this is the error I got in my previous post, you can fix it by applying the modification I gave but I'm not sure this is the best way to solve it.
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