Category: Graphic UI Mods
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Author:
Version:
003
Date:
10-25-2009 12:26 PM
Size:
102.21 Kb
Downloads:
1,911
Favorites:
23
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cpu usage
rFrameRotater

Intro
This mod lets you set up textures that can be rotated.
You can set up a infinite number of textures and anchor them to frames of your liking. Everything can be set in the Lua and only in the Lua config.

LUA-Config
Code:
  -----------------------
  -- CONFIG AREA START --
  -----------------------

  frames_to_rotate = {
    [1] = { 
      texture = "ring", --texturename under media folder
      width = 190, 
      height = 190,
      scale = 0.82,
      anchorframe = Minimap,
      framelevel = "3", --defines the framelevel to overlay or underlay other stuff
      color_red = 0/255,
      color_green = 0/255,
      color_blue = 0/255,
      alpha = 0.4,
      duration = 60, --how long should the rotation need to finish 360°
      direction = 1, --0 = counter-clockwise, 1 = clockwise
      blendmode = "BLEND", --ADD or BLEND
      setpoint = "CENTER",
      setpointx = 0,
      setpointy = 0,
    },
    
    [2] = { 
      texture = "zahnrad", --texturename under media folder
      width = 215, 
      height = 215,
      scale = 0.82,
      anchorframe = Minimap,
      framelevel = "0",
      color_red = 48/255,
      color_green = 44/255,
      color_blue = 35/255,
      alpha = 1,
      duration = 60, --how long should the rotation need to finish 360°
      direction = 1, --0 = counter-clockwise, 1 = clockwise
      blendmode = "BLEND", --ADD or BLEND
      setpoint = "CENTER",
      setpointx = 0,
      setpointy = 0,
    },
    
    [3] = { 
      texture = "zahnrad", --texturename under media folder
      width = 300, 
      height = 300,
      scale = 0.82,
      anchorframe = UIParent,
      framelevel = "0",
      color_red = 255/255,
      color_green = 0/255,
      color_blue = 0/255,
      alpha = 1,
      duration = 60, --how long should the rotation need to finish 360°
      direction = 1, --0 = counter-clockwise, 1 = clockwise
      blendmode = "BLEND", --ADD or BLEND
      setpoint = "CENTER",
      setpointx = 0,
      setpointy = 0,
    },

  }
SVN
Link: http://code.google.com/p/rothui/sour.../rFrameRotater

  Change Log - rFrameRotater
003
- complete rewrite now using the animationgroup system, thus nearly zero cpu usage, no onUpdate func needed anymore

002
- added setpoints and posx, posy to the table
- change event to player_login

001
- initial release
  Optional Files - rFrameRotater
Sorry, there are currently no optional files available.
  Archived Versions - rFrameRotater
File Name
Version
Size
Author
Date
002
249kB
zork
04-09-2009 04:28 AM
001
249kB
zork
02-26-2009 05:29 PM
  Comments - rFrameRotater
Post A Reply Comment Options
Old 10-25-2009, 12:34 PM  
zork
A Flamescale Wyrmkin
 
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Interface Author - Click to view interfaces

Forum posts: 141
File comments: 1043
Uploads: 28
Complete rewrite. No CPU usage anymore. New Blizzard animation system ftw.
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Old 09-27-2009, 03:26 PM  
zerosugar
A Kobold Labourer
Interface Author - Click to view interfaces

Forum posts: 0
File comments: 16
Uploads: 1
More than 2

Is there a way you can have more than 2 rotations? I tried copying the code, ie. 1, 2 then 3 then 4 then 5 but it doesnt seem to want to have more than 2
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Old 05-21-2009, 06:44 AM  
zork
A Flamescale Wyrmkin
 
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Forum posts: 141
File comments: 1043
Uploads: 28
Quote:
Originally posted by Trogalith
i got one question, lol whats the two circles the red and blue on the actionbar. lol i think that looks neat (if its what im thinking it is; the health and mana meter) it would def be something i would like to have
http://www.wowinterface.com/download...75-RothUI.html
http://www.wowinterface.com/download...lerDiablo.html
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Old 05-20-2009, 11:20 PM  
Trogalith
A Murloc Raider

Forum posts: 5
File comments: 1
Uploads: 0
i got one question, lol whats the two circles the red and blue on the actionbar. lol i think that looks neat (if its what im thinking it is; the health and mana meter) it would def be something i would like to have
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Old 04-10-2009, 07:05 AM  
zork
A Flamescale Wyrmkin
 
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Forum posts: 141
File comments: 1043
Uploads: 28
Change the color to white, full alpha and activate blendmode

color_red = 255/255,
color_green = 255/255,
color_blue = 255/255,
alpha = 1,
blendmode = 1,
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Old 04-10-2009, 06:49 AM  
Meadows
A Kobold Labourer

Forum posts: 0
File comments: 2
Uploads: 0
I really like the way this looks. I have a question though. On your screenshot "Example with color=white and blendmode = 1" what exactly would I have to make the LUA look like to get mine the same?
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Old 04-09-2009, 07:54 AM  
Imithat
A Deviate Faerie Dragon
 
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Forum posts: 13
File comments: 90
Uploads: 2
Quote:
Originally posted by pHishr
Say I want to parent on of the frames to TargetFrame, how would I do that? I'm not very good at lua but I know how to edit stuff. )
anchorframe = "TargetFrame",
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Old 04-09-2009, 04:34 AM  
zork
A Flamescale Wyrmkin
 
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Interface Author - Click to view interfaces

Forum posts: 141
File comments: 1043
Uploads: 28
You can now change the setpoint and the posx and posy of a frame.
Changed the event to Player_Login.
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Old 03-11-2009, 11:07 AM  
pHishr
A Fallenroot Satyr
 
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Forum posts: 23
File comments: 187
Uploads: 12
Say I want to parent on of the frames to TargetFrame, how would I do that? I'm not very good at lua but I know how to edit stuff. )
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Old 03-01-2009, 05:56 PM  
OttoDeFe
A Flamescale Wyrmkin
 
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Forum posts: 111
File comments: 161
Uploads: 6
3rd Edit:

SetTexture(tex) works. Took a bit of staring then a good solid /facepalm.

--sheesh!--
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Last edited by OttoDeFe : 03-01-2009 at 07:32 PM.
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Old 03-01-2009, 03:06 PM  
OttoDeFe
A Flamescale Wyrmkin
 
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Forum posts: 111
File comments: 161
Uploads: 6
I tried that - t:SetTexture(texture) on line 114 I believe.

Nothing showed up. Tried defining the paths to the textures already in the folder to test.

I'm prolly doing it wrong... I have little experience in coding.
__________________
"They say
the pen is mightier than any saber -
any sword -
but if there's a war
I just don't know if a Bic will save ya..."

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Old 03-01-2009, 01:52 PM  
zork
A Flamescale Wyrmkin
 
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Interface Author - Click to view interfaces

Forum posts: 141
File comments: 1043
Uploads: 28
Quote:
Originally posted by OttoDeFe
I was wondering if there's a way to set the texture as a path - there's several in game textures I would use this for to back my Buffed! cluster I have set up.
Sure. Use your path instead of the texturename and edit the part where I am calling the texture from inside the "rFrameRotater/media"-folder.
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Old 03-01-2009, 01:10 PM  
OttoDeFe
A Flamescale Wyrmkin
 
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Interface Author - Click to view interfaces

Forum posts: 111
File comments: 161
Uploads: 6
I was wondering if there's a way to set the texture as a path - there's several in game textures I would use this for to back my Buffed! cluster I have set up.
__________________
"They say
the pen is mightier than any saber -
any sword -
but if there's a war
I just don't know if a Bic will save ya..."

-- Last Offence
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Old 02-27-2009, 02:36 PM  
richerich
A Fallenroot Satyr
 
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Forum posts: 22
File comments: 364
Uploads: 5
So this is basicly a lightweight version of SexyMap?
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