Check this out: (used the macro from Phanx)
The interesting part is the Vehicle Exit Button. My condition to spawn it is:
Code:
[possessbar][@vehicle,exists]
Why on earth does possessbar fire but neither vehicleui or overridebar.
The problem is that the possessbar changes the default actionbar by default. But not this time. Strange.
That actually fixes the other problem imo. The solution is using this:
Code:
RegisterStateDriver(OverrideActionBar, "visibility", "[overridebar][vehicleui][possessbar,@vehicle,exists] show; hide")
Basically adding another condition checking if possessbar is fired but actually a vehicle exists. This actually reminded me ... why not use "@vehicle,exists" in first place? Because there may be vehicles that do not change your bars (like the camel encounter in the 5man dungeon). Crazy stuff...
Going to update rABS in a minute.
Changelog:
http://code.google.com/p/rothui/source/detail?r=1002
What I really don't understand is: If the OverrideBar is used. How can the [overridebar] statement return nil?
That damn feast fest table is using the OverrideBar, thus the [overridebar] condition should in no way be nil. Yet it is.