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Updated: 03-02-12 03:24 AM
Addon for:
oUF.
Updated:03-02-12 03:24 AM
Created:unknown
Downloads:19,450
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 04-12-09, 09:50 AM  
grimgaw
A Murloc Raider
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Forum posts: 5
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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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Old 04-13-09, 06:26 AM  
p3lim
Mmmrrrggglll
 
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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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Old 06-20-09, 03:40 PM  
Purity
A Deviate Faerie Dragon

Forum posts: 16
File comments: 177
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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Old 09-08-09, 02:23 AM  
wurmfood
A Flamescale Wyrmkin
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Forum posts: 122
File comments: 33
Uploads: 5
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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Old 09-08-09, 07:28 AM  
p3lim
Mmmrrrggglll
 
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Forum posts: 1143
File comments: 1200
Uploads: 24
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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Old 09-08-09, 10:57 AM  
wurmfood
A Flamescale Wyrmkin
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Forum posts: 122
File comments: 33
Uploads: 5
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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Old 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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Old 02-17-10, 11:33 AM  
aovzaphod
A Kobold Labourer

Forum posts: 0
File comments: 9
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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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Old 02-28-10, 04:14 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 04:15 PM.
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Old 11-17-10, 10:44 AM  
grimgaw
A Murloc Raider
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Forum posts: 5
File comments: 12
Uploads: 1
Originally posted by grimgaw
Any chance of adding 'smooth fade' 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 11:31 AM.
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Old 09-02-11, 10:46 AM  
nin
A Cobalt Mageweaver
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Forum posts: 210
File comments: 80
Uploads: 1
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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Old 12-04-11, 07:31 AM  
Taffu
A Flamescale Wyrmkin
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Forum posts: 149
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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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Old 01-12-12, 06:46 AM  
Taet
A Murloc Raider

Forum posts: 7
File comments: 59
Uploads: 0
plz

Any real chance for update this plugin ?
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Old 03-02-12, 03:26 AM  
p3lim
Mmmrrrggglll
 
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Forum posts: 1143
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Due to the high amount of requests, I have updated the plug-in.
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Old 03-02-12, 11:19 AM  
Taet
A Murloc Raider

Forum posts: 7
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very tnx
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