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Updated:11-07-07 06:05 PM
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IceHUD Threat  Popular! (More than 5000 hits)
Version: 1.2
by: Zerenity [More]
This is a plugin for IceHUD (Ace2).

It uses the Threat-1.0 library to add a threat bar to IceHUD.

Features:
* displays your threat vs. your current target
* 100% threat indicator depending on range

Requirements:
* IceHUD installed
* Threat-1.0 installed

History:
1.2:
- optimized target tracking
- fixed info text in addon window
- updated screenshot to show 100% threat indicator

1.1:
- fixed a nasty Ace2 error
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Unread 09-27-08, 10:44 PM  
Parnic
A Murloc Raider
 
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I have merged this module in with the main IceHUD addon with acapela's fixes for Threat-2.0. I will be posting a new version of IceHUD shortly, but in the mean time, the bleeding-edge version is here: http://files.wowace.com/IceHUD
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Unread 06-03-08, 05:42 PM  
reeks
A Murloc Raider
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Acapela- THANK YOU

Your alterations work perfectly well as mentioned. My previous attempts to fix the lua were simply down to me missing the "Libstub" call instead of "AceLibrary" on line 9. A silly thing for me to miss, I know, but it's always the obvious things that are the hardest to track down.

One note to add: I have externals off (I don't know how much of a difference that makes, to be honest) but an error was thrown up initially. Bugsack reported not being able to locate Threat2.0, but that's just because the .Toc hadn't been edited to call the dependancy. I only mention it in case anyone else hits that problem.

Once again though, THANK YOU Now the proud owner of a working Threat HUD.



Oh, and I understand your reluctance to take over the project, though in all honesty it's not been updated in a year, so I can't imagine you'd be treading on any toes- any updates are enormously appreciated
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Unread 06-03-08, 02:11 AM  
reeks
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Ahh, superb! I've been away on buisness for a few days, and I'm at work now, but I'll certainly check it out this evening and get back to you.. I just had a very brief look at your post, and THANK YOU.. you really took the time to isolate the problem. And yes, I miss the tear-off too and wanted IceHud Threat for exactly the same reason.
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Unread 06-01-08, 09:53 AM  
acapela
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let me be more explicit. i will itemize the lines i changed. in each case, the original line is supplied, with a line number, followed by what i changed it to, again with a line number.

i figured this out by reverse-engineering Omen2, which uses Threat-2.0, and basically doing a copy-paste from there into IceHUD_Threat v1.2. i was motivated by the lack of tear-away threat bars in Omen2 (a feature Omen had, which has not yet been added to Omen2).

needless to say, you will need to download and install a copy of LibThreat-2.0, along with its dependencies. if you are using Omen2, you will probably already have everything you need to get this to work.

the changes:


9>local Threat = AceLibrary("Threat-1.0")
---
9>local Threat = LibStub("Threat-2.0")

153>local threatMe = Threat:GetThreat( UnitName("player") , UnitName("target") )
---
153>local threatMe = Threat:GetThreat( UnitGUID("player") , UnitGUID("target") )

158>threatTankName = UnitName("targettarget")
159>threatTank = Threat:GetThreat( UnitName("targettarget"), UnitName("target") )
---
158>threatTankName = UnitGUID("targettarget")
159>threatTank = Threat:GetThreat( UnitGUID("targettarget"), UnitGUID("target") )

161>threatTank, threatTankName = Threat:GetMaxThreatOnTarget( UnitName("target") )
---
161>threatTank, threatTankName = Threat:GetMaxThreatOnTarget( UnitGUID("target") )

175>elseif ( threatTankName == UnitName("player") ) then
---
175>elseif ( threatTankName == UnitGUID("player") ) then


as in my original post, this changes the reference from Threat-1.0 to Threat-2.0, and references UnitGUID throughout (which will be unique even among multiple targets with the same name) instead of UnitName. this makes the debug output from IceHUD_Threat somewhat cryptic (unit "names" become long numeric strings, instead of names), but the rest seems to work.

this has stopped working temporarily on occasion, but an update of Threat-2.0 has restored functionality (Threat-2.0 is a work in progress). as well, of course, playing solo, you would maintain 100% threat against your target at all times. you need to play in a group (or with a combat pet, for you warlocks/hunters) to see partial threat readings.

if folks continue to have problems, i can zip up a copy of what i am running (including the latest/greatest IceHUD (with my dogtag strings if you want), IceHUD_Threat (modified), and LibThreat-2.0) and email it out. send me a PM with your email address, and i will respond directly with an archive.

i am somewhat reluctant to take over ownership of this mod. ideally, the IceHUD author would take this under his wing, and/or implement similar functionality as he sees fit (or Omen2 would acquire tear-away threat bars :-).

as for getting this even to show up, there could be a lot of issues that could cause this, including a missing dependent library (i.e. Threat-1.0), errors in a dependent library (i.e. LUA errors, at load or during runtime, in Threat-1.0), etc. i was not able to get this to show up properly either until i converted it to use Threat-2.0. Threat-1.0 and WoW 2.4.x do not get along well at all, to the extent that IceHUD_Threat basically does not load when the game starts up.

hope this helps.
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Unread 06-01-08, 01:07 AM  
tnbp
A Kobold Labourer

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A little help, please?

I have downloaded and installed this addon. I cannot figure out how to get it to work. I have IceHud installed, of course, but I don't see any options for IceHud Threat in the IceHud menu, I don't see a bar pop up (whether in combat or not, config mode or not.) Am I missing something? How do I get this thing to even show up?
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Unread 04-26-08, 04:28 AM  
reeks
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You're a better man than I then Acapela.. I've had no luck whatsoever with changing the ID's or Threat version

Originally posted by acapela
FYI, i was able to get this more-or-less working in WoW 2.4 (and Threat-2.0 and the latest/greatest IceHUD) by changing a few things in file "main.lua":

- the reference to Threat-1.0 to Threat-2.0 (line 9)
- all instances of calls to function UnitName() to function UnitGUID() (on and around line 153)

Threat-2.0 seems to track threat by GUID, rather than unit name (which makes sense in WoW 2.4).
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Unread 04-07-08, 11:43 PM  
acapela
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FYI, i was able to get this more-or-less working in WoW 2.4 (and Threat-2.0 and the latest/greatest IceHUD) by changing a few things in file "main.lua":

- the reference to Threat-1.0 to Threat-2.0 (line 9)
- all instances of calls to function UnitName() to function UnitGUID() (on and around line 153)

Threat-2.0 seems to track threat by GUID, rather than unit name (which makes sense in WoW 2.4).
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Unread 01-12-08, 11:46 AM  
Lindalas
A Deviate Faerie Dragon

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Originally posted by Zerenity
@joypunk:

Yeah, I have noticed that too. The way my addon handles the threat display is that it takes the targets target as value to use. So when the Brute charges a random person he'll change target briefly and then the addon will take the charged persons threat as base, giving you funky values. I am looking into ways to handle this better.
How does Omen create it's agro bar? It seems like you'd just want to take that one and redisplay it.
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Unread 11-10-07, 12:50 PM  
Zerenity
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@joypunk:

Yeah, I have noticed that too. The way my addon handles the threat display is that it takes the targets target as value to use. So when the Brute charges a random person he'll change target briefly and then the addon will take the charged persons threat as base, giving you funky values. I am looking into ways to handle this better.
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Unread 11-09-07, 08:06 PM  
joypunk
A Scalebane Royal Guard

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I haven't looked at your code yet (and I'm not that good at LUA either), but it seems to not handle when the mob switches targets either due to a random charge or due to dropping aggro. That's about the only problem I had with it at all.

To go into more detail, it was pretty inconsistent. Most of the time when one of the Brutes in Gruul's would charge another player it would show my aggro as being 10,000+ % of the main tank. It would take until the main tank regained aggro on the Brute for it to normalize back to what my threat really was. So basically, if the mob switches targets I'm completely unable to gauge my threat until the MT picks it back up. (That got me killed once when I happened to pull aggro while the mob was running rampant.)

Very rarely would the mod handle threat properly when the mob changed targets. I'd say it goofed up 9 times out of 10.

FYI, I play a DPS Warrior, so I'm (almost) always in melee range.
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Unread 11-08-07, 11:04 AM  
joypunk
A Scalebane Royal Guard

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The only extra setting I can think of off hand would be the ability to chose who you are comparing your threat to. For fights like Gruul where you have to stay below the off-tank on threat it doesn't really matter how your threat compares to the main tank.

I'll be using it in my first raid tonight (if I'm not on the waitlist), so I'll let you know how it goes.
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Unread 11-07-07, 07:41 PM  
Zerenity
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Thanks for the kind words, it's much appreciated. Especially after dying some horrible deaths while testing thanks to lockups. That will teach me to wear gear when debugging

Yes, I have already applied for a Ace SVN account. So if all goes well, you should be able to get your updates from there as well.

Please feel free to come up with some ideas for features. Do you want any extra settings or something like that?
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Unread 11-07-07, 02:31 PM  
joypunk
A Scalebane Royal Guard

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Thanks!

Just wanted to let you know that I'll be following this mod closely, I think it's great. I've always pulled bars out from Omen to get them right next to my HUD so I don't have to look all over the screen to watch different things.

I haven't used it in a raid yet, but I'll be sure to post any issues I find.

Thanks for the plugin.



PS - Any chance you would put it in the Ace SVN so it can be updated with WAU?
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