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The issue is, however, you cant make a texture a parent to something. |
Is there already a way to implement smooth healthbar fading?
Means: If I loose 1000hp the hp will slowly drip to the new instead of showing it instantly. That would require a onUpdate functionality though. |
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Thanks. Hopefully I can use it for my orbs too. Had problem with using round textures and vertical statusbars, so the the orbs contain a transparent statusbar and a Texture that has a SetTexCoord that is changed on every UpdateHealth.
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I noticed some odd behavior for targettarget/focustarget/partytarget frames. The health number value only seems to be updated when the frame is first shown/selected. The status bar updates, just not the number.
I'm using tags, so that could be a factor. Although, I've used the same tags in the normal player and target frames and they work and update fine. Is there some limitation to the tag system here? Should I just wait for the new one on the horizon? (Edit) The example I'm triggering with: Code:
oUF.Tags['[percenthp]'] = function(u) |
Here is a slightly silly question:
How do you make the raid/party frames grow horizontally instead of vertically? At first it looked like it would be as easy as switching Code:
raidgroup:SetManyAttributes('groupFilter', tostring(i), 'showRaid', true, 'yOffSet', -2) Code:
raidgroup:SetManyAttributes('groupFilter', tostring(i), 'showRaid', true, 'xOffSet', 2) |
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You need to set the 'point' (anchor point) attribute:
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raidgroup:SetManyAttributes('groupFilter', tostring(i), 'showRaid', true, 'xOffSet', 5, 'point', 'LEFT') |
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Haste is there a documentation somewhere. Once I had a link to a small oUF API documentation but I cannot find it anymore.
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The document your thinking of is also outdated. There are some docs inline in the files now however.
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Getting a strange texture problem with my portraits, i'm trying to put my overlay on top of the 2D portrait, but the overlay texture won't appear at all. Yes, the texture is the right size to be loaded by Wow, and yes, i've tried multiple attempts to get it working, including reverting back to my original portrait code which definitely did work.
Here's the code i'm using at the mo. Code:
if(unit=='player' or unit=='target') then Also, is there some way to set Strata on a FontString? thanks. |
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Health text Colour
Hi guys
How can I colour the health text value by there health status. So for say 2890 hp or 30% make the text red. Not the bar colour but the text itself. I currently basically do this atm. bar.value:SetText("|cff33EE44"..numberize(cur) .."|r.".. d.."%") Which is Lyns code giving something like this 5000.50%. Any help greatlt appreciated. |
Missing HP instead of current HP
Hello boys and girls. :)
I started using Lyn's UI for oUF and even though it is brilliant (bot Lyn's creation and oUF), I still would like one small change. As a healer I am interested in my target's missing HP instead of his current HP. What is the code for missing HP? I think (hope :P) I can change it in the LUA, but I just have no clue where to look for. Any pointers would be greatly appreciated. :) |
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