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Addon for:
oUF.
Updated:03-02-12 03:24 AM
Created:unknown
Downloads:19,452
Favorites:129
MD5:
oUF Fader  Popular! (More than 5000 hits)
Version: 40300.23-Beta
by: p3lim [More]
Supported oUF Version: 1.5.x

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


Note:
Wiki found on my GitHub page for basic implementation:
http://github.com/p3lim-wow/oUF_Fader/wiki
You need to add this addon to your layout's toc metadata!


Issues & Requests
To submit a bug report or feature request, please visit the Issue Tracker on my GitHub page.
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 09:02 AM
30000.17
1kB
p3lim
02-07-09 01:37 PM
30000.16
1kB
p3lim
01-27-09 12:43 PM
30000.15
1kB
p3lim
01-23-09 03:13 PM
30000.14
1kB
p3lim
12-20-08 09:36 PM


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Old 11-10-08, 10:19 AM  
p3lim
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Originally posted by Caellian
@p3lim could you possibly make it support focus, focus target and target or target please ?
It already supports focus, if I understood you correctly you want support for the following units:
- focustarget
- targettarget

Any others while you're at it?
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Old 11-10-08, 02:42 PM  
Caellian
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Originally posted by p3lim
Any others while you're at it?
Nono, that's it, thanks a lot
__________________
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Last edited by Caellian : 11-10-08 at 02:42 PM.
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Old 11-23-08, 12:22 PM  
Quokka
A Chromatic Dragonspawn
 
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is there a way to have it shown while fishing?
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Old 11-23-08, 12:26 PM  
p3lim
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Originally posted by Quokka
is there a way to have it shown while fishing?
When you are fishing youre casting right?
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Old 11-23-08, 04:24 PM  
Quokka
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Originally posted by p3lim
When you are fishing youre casting right?
Jup but it's still faded out for some reason
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Old 11-23-08, 07:08 PM  
p3lim
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Originally posted by Quokka
Jup but it's still faded out for some reason
Ill look into it.


edit:
You should have said it was channeled. All my abilities that is channeled uses mana, and hence, makes it visible due the mana drop.
In other words, r12 fixes it.
Last edited by p3lim : 11-23-08 at 07:19 PM.
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Old 01-26-09, 04:00 PM  
gagou
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BarFader with party support

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?
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Old 01-27-09, 07:21 AM  
HAHADORI
A Kobold Labourer

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Error report

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
Last edited by HAHADORI : 01-27-09 at 07:29 AM.
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Old 01-27-09, 08:01 AM  
gagou
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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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Old 01-27-09, 12:35 PM  
p3lim
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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 12:36 PM.
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Old 01-27-09, 03:29 PM  
HAHADORI
A Kobold Labourer

Forum posts: 0
File comments: 6
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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 04:25 PM.
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Old 02-19-09, 11:35 PM  
HAHADORI
A Kobold Labourer

Forum posts: 0
File comments: 6
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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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Old 02-20-09, 12:28 AM  
HAHADORI
A Kobold Labourer

Forum posts: 0
File comments: 6
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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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Old 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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Old 03-21-09, 06:18 AM  
p3lim
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Read the documentation inside the lua file for usage.
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