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01-16-10, 03:34 PM   #13
Toran
A Nerdscale Dorkin
 
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Join Date: May 2006
Posts: 143
@tyeni yup, that's exactly what i'm doing. Tried creating a new .tga for the texture, call it as

local cptexture = "Interface\\AddOns\\oUF_Lyn\\textures\\combotex"

However it doesn't appear. Not sure why. I replaced "bartex" (or "bubbletex" as you show above) with "cptexture" - no go.

I'm modifying Lyn's old layout as a base to update it a bit. Added some borders to the unitframes with some help from Rufio UI and others. Thought having the same for the CPs would be cool.

Here's how I have it now, code borrowed from Caellian. Actually, it's nice and simple. Just spawns a background color, as shown in the code below, and in the screenshot below.

Code:
		
                        self.CPoints = {}
			self.CPoints.unit = PlayerFrame.unit
			for i = 1, 5 do
				self.CPoints[i] = self.Health:CreateTexture(nil, "OVERLAY")
				self.CPoints[i]:SetHeight(8)
				self.CPoints[i]:SetWidth(38)
				self.CPoints[i]:SetTexture(bartex)	
				if i == 1 then
					self.CPoints[i]:SetPoint("LEFT", self.Health, "LEFT", 0, 17)
					self.CPoints[i]:SetVertexColor(1, 0.94, 0.32)
				else
					self.CPoints[i]:SetPoint("LEFT", self.CPoints[i-1], "RIGHT", 3, 0)
				end
			end
		self.CPoints[2]:SetVertexColor(1, 0.94, 0.32)
		self.CPoints[3]:SetVertexColor(1, 0.49, 0.04)
		self.CPoints[4]:SetVertexColor(1, 0.49, 0.04)
		self.CPoints[5]:SetVertexColor(0.76, .11, 0.23)

Last edited by Toran : 01-16-10 at 04:51 PM.
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