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Updated: 03-02-12 03:24 AM
Addon for:
oUF.
Tested:Hour of Twilight 4.3
Updated:03-02-12 03:24 AM
Created:unknown
Downloads:17,674
Favorites:127
MD5:
This AddOn is 4.3 compatible
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/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 03-22-12, 12:49 AM  
p3lim
Darth
 
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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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Old 03-21-12, 09:29 PM  
ilillillil
A Fallenroot Satyr

Forum posts: 23
File comments: 12
Uploads: 0
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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Old 03-16-12, 08:58 AM  
gezus
A Murloc Raider

Forum posts: 9
File comments: 44
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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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Old 03-03-12, 07:45 PM  
ilillillil
A Fallenroot Satyr

Forum posts: 23
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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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Old 03-03-12, 05:13 PM  
p3lim
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As it is now, party/raid frames are excluded, because they are usually faded by range.
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Old 03-03-12, 01:37 PM  
ilillillil
A Fallenroot Satyr

Forum posts: 23
File comments: 12
Uploads: 0
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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Old 03-02-12, 11:19 AM  
Taet
A Defias Bandit

Forum posts: 2
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very tnx
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Old 03-02-12, 03:26 AM  
p3lim
Darth
 
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Due to the high amount of requests, I have updated the plug-in.
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Old 01-12-12, 06:46 AM  
Taet
A Defias Bandit

Forum posts: 2
File comments: 41
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plz

Any real chance for update this plugin ?
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Old 12-04-11, 07:31 AM  
Taffu
A Flamescale Wyrmkin
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Forum posts: 149
File comments: 383
Uploads: 32
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 09-02-11, 10:46 AM  
nin
A Chromatic Dragonspawn
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Forum posts: 179
File comments: 230
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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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Old 11-17-10, 10:44 AM  
grimgaw
A Kobold Labourer

Forum posts: 0
File comments: 10
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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 11:31 AM.
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Old 02-28-10, 04:14 PM  
mrruben5
Multus Arbitratus
 
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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 mrruben5 : 02-28-10 at 04:15 PM.
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Old 02-17-10, 11:33 AM  
aovzaphod
A Kobold Labourer

Forum posts: 0
File comments: 10
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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 10-18-09, 02:07 AM  
Rufio
A Defias Bandit
 
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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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