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Forum: oUF (Otravi Unit Frames) 04-03-10, 01:06 PM
Replies: 1
Views: 2,044
Posted By wurmfood
Depends on the particular layout, but in general,...

Depends on the particular layout, but in general, look for a set of lines that have "oUF:Spawn" in them. One should also say "targettarget". Either comment it out or remove it.
Forum: oUF (Otravi Unit Frames) 04-02-10, 07:30 AM
Replies: 5
Views: 2,536
Posted By wurmfood
Try replacing your last two lines with...

Try replacing your last two lines with this:
self.Castbar:SetScript("OnShow", beginCast)
self.Castbar:SetScript("OnHide", endCast)
Forum: oUF (Otravi Unit Frames) 03-30-10, 01:19 PM
Replies: 12
Views: 4,184
Posted By wurmfood
I've been working on creating a new layout for my...

I've been working on creating a new layout for my rogue and have adopted a mixed style (only one style is called, but the individual elements are put together by their own function) and it is...
Forum: oUF (Otravi Unit Frames) 03-02-10, 01:55 PM
Replies: 3
Views: 2,156
Posted By wurmfood
If you can provide more info on how you want...

If you can provide more info on how you want things to move, we can probably help out. It certainly could be interesting.
Forum: oUF (Otravi Unit Frames) 02-21-10, 12:15 PM
Replies: 8
Views: 2,503
Posted By wurmfood
Try this: local function...

Try this:
local function UpdateComboPointsFormat(self, event, unit)
if( self.CPoints ) then
local ccp = GetComboPoints(unit)
if ccp == 5 then
self.CPoints:SetTextColor(1, 0,...
Forum: oUF (Otravi Unit Frames) 02-19-10, 08:12 PM
Replies: 8
Views: 2,503
Posted By wurmfood
At the time of the layout being put in place, the...

At the time of the layout being put in place, the combo points will always be zero. Strip out the yellow part and register the combo point update event (can't remember it right now) pointing to a...
Forum: Chit-Chat 02-11-10, 02:16 AM
Replies: 22
Views: 7,119
Posted By wurmfood
Though I'm not an artist, someone who does stuff...

Though I'm not an artist, someone who does stuff you might be interested in is Jason Beam. He's a fantastic artist and can probably work with pictures of you to create what you want. I have no idea...
Forum: oUF (Otravi Unit Frames) 02-07-10, 09:32 PM
Replies: 2
Views: 2,434
Posted By wurmfood
You can't set a condition like that at creation. ...

You can't set a condition like that at creation. Probably the easiest way to do it is with a PostCastStart and PostChannelStart function.
Forum: oUF (Otravi Unit Frames) 02-07-10, 09:28 PM
Replies: 4
Views: 2,205
Posted By wurmfood
The "initial-scale" part only works for the...

The "initial-scale" part only works for the initial spawn. After that, use SetScale while out of combat.
Forum: oUF (Otravi Unit Frames) 02-07-10, 05:47 PM
Replies: 7
Views: 2,952
Posted By wurmfood
The major difference between the two is the...

The major difference between the two is the SecureGroupPetHeaderTemplate will group all of the pets together, while using a custom one will allow you to place pets in a specific location in relation...
Forum: AddOn Help/Support 02-06-10, 02:20 AM
Replies: 5
Views: 2,435
Posted By wurmfood
Well, to be clear, the problem is that you cannot...

Well, to be clear, the problem is that you cannot right click on a unit and select "Set Focus". This will cause the error. However, they will properly display a unit that has been set as a player's...
Forum: oUF (Otravi Unit Frames) 02-05-10, 09:30 PM
Replies: 1
Views: 2,347
Posted By wurmfood
The size of the individual party member frames is...

The size of the individual party member frames is governed by the layout function. Most likely it will be set through something like "self:SetAttribute['initial-height'] = something" and...
Forum: oUF (Otravi Unit Frames) 02-05-10, 01:15 PM
Replies: 7
Views: 2,952
Posted By wurmfood
For what you're trying to do, I'd suggest looking...

For what you're trying to do, I'd suggest looking at oUF_Noob and the xml template in there. I borrowed my template from there and it made life easy and straightforward. :)
Forum: oUF (Otravi Unit Frames) 01-31-10, 05:10 AM
Replies: 25
Views: 7,773
Posted By wurmfood
Ah, sorry, I thought you meant casts that changed...

Ah, sorry, I thought you meant casts that changed state. For the non-interrupt casts, various npcs and group quest bosses have casts that cannot be interrupted.

The easiest examples I know of...
Forum: oUF (Otravi Unit Frames) 01-30-10, 04:12 PM
Replies: 25
Views: 7,773
Posted By wurmfood
The cast option changing? Not that I know of,...

The cast option changing? Not that I know of, and I've tried to find one.
Forum: oUF (Otravi Unit Frames) 01-30-10, 02:52 PM
Replies: 25
Views: 7,773
Posted By wurmfood
The bg part isn't, really. However, you do need...

The bg part isn't, really. However, you do need something to show or hide a texture that indicates if the spell can be interrupted or not. The event stuff only triggers if the spell becomes...
Forum: AddOn Search/Requests 01-30-10, 04:09 AM
Replies: 1
Views: 1,666
Posted By wurmfood
sThreatMeter may be able to do that. It has a...

sThreatMeter may be able to do that. It has a lot of options. If not, I can code that for you fairly easily.
Forum: oUF (Otravi Unit Frames) 01-28-10, 10:39 PM
Replies: 25
Views: 7,773
Posted By wurmfood
Not directly. You can use a custom...

Not directly. You can use a custom PostCastStart/PostChannelStart function to identify if the spell is interruptible and change the display of the castbar based on that. You should also track the...
Forum: Lua/XML Help 01-27-10, 07:03 PM
Replies: 5
Views: 2,583
Posted By wurmfood
Not sure why it's not working for you, but I...

Not sure why it's not working for you, but I verified it's working for me. I added it to my oUF layout and it seems ok. I even added "print(UnitName("target"))" to the Update to make sure it was...
Forum: Lua/XML Help 01-27-10, 04:39 PM
Replies: 5
Views: 2,583
Posted By wurmfood
I just verified by using the "/eventtrace"...

I just verified by using the "/eventtrace" command in game that the event does fire if I'm not targeting anything and then target someone.

Can you provide more info about how it is/isn't working?
Forum: Lua/XML Help 01-24-10, 08:21 PM
Replies: 29
Views: 6,522
Posted By wurmfood
You're trying to hide stuff during combat, which...

You're trying to hide stuff during combat, which you can't do.
Forum: Chit-Chat 01-17-10, 10:16 PM
Replies: 9
Views: 3,263
Posted By wurmfood
I think the date and the funeral are un-related,...

I think the date and the funeral are un-related, but still a really crappy weekend. :(
Forum: oUF (Otravi Unit Frames) 01-16-10, 12:48 PM
Replies: 17
Views: 4,090
Posted By wurmfood
I think what various people are trying to say is...

I think what various people are trying to say is you should be doing something like this psudocode:

cpoints = CreateFrame(blah blah)
cpoints:Set location and size
for i = 1,5 do
cpoints[i] =...
Forum: Lua/XML Help 01-14-10, 07:38 PM
Replies: 7
Views: 2,499
Posted By wurmfood
For using UNIT_AURA, I wouldn't bother checking...

For using UNIT_AURA, I wouldn't bother checking what the aura is, personally, though there are ways you could do it to test it and not have to document every mount.

You could watch for...
Forum: Lua/XML Help 01-14-10, 05:16 PM
Replies: 7
Views: 2,499
Posted By wurmfood
Doing some testing, it appears "IsMounted()"...

Doing some testing, it appears "IsMounted()" doesn't immediately return true after mounting. There's a series of events that happen after the mount process, including a UNIT_AURA for the player. It...
Showing results 1 to 25 of 122