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Unread 09-28-12, 05:14 PM   #21
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Note I said "extrabutton" -- not "extrabar" -- i.e... a macro condition specifically for dealing with that extra action button.

Originally Posted by Xrystal View Post
Yeah there is .. I was using that in the buttonbar.lua file along with [overridebar]. The override bar is working exactly as intended but the extra bar is exactly that but I think there is a vehicleui tag that you have to use as well as that quest triggers a vehiclebar change just as it makes the button appear so it might be that my attempt at introducing it as a new bar may be working but until I test the [vehicleui][extrabar] combo macro conditional on the next quest that uses it I won't know for sure.
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Unread 09-28-12, 05:41 PM   #22
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ah, Im sure I was using extrabar and it almost worked .. interesting .. will have to try the button one.
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Unread 09-29-12, 12:10 AM   #23
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Hmm are you sure they said extrabutton? This post says extrabar

http://us.battle.net/wow/en/forum/to...71818?page=1#9
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Unread 09-29-12, 07:20 AM   #24
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Well looks like Calamity Jade quest may use the extra action button. As in it seemed I should have an action button displayed but I didn't get one ... will have to wait until I get to test it again with my next toon. Unfortunately I didn't jump out quickly enough to get to try it a few times rofl

http://www.wowhead.com/quest=29926/calamity-jade

edit: Make that the quest 'What's mined is Yours' quest. http://www.wowhead.com/quest=29930/whats-mined-is-yours I've abandoned it and will try it without nUI and see what appears to confirm.

edit2: Then again with base UI it doesn't show a vehicle bar change. Just the hop out button and you use your own spells to attack the mobs. Checking to see if my attempts at getting the extra bar to work has messed up nUI's way of dealing with it.

edit3: Okay, we have a problem. I reverted back to 5.07.26 without my extra changes and found that the page changing code I implemented due to the extra changes with vehicle and override bars seem to be at fault.

We need to somehow have the overridebar/vehiclebar work so that if there are no buttons needed. For this quest it triggers a vehicle being used but we don't want to override the bar with its abilities or lack of it. However, when mounting in the tournament argent grounds you want the override bar to update with its abilities. Somehow this isn't working. If I change the line in buttonbar.lua to the following:

RegisterStateDriver(nUI_ActionBar, "page", "[vehicleui] 12; [bar:2] 2; [bar:3] 3; [bar:4] 4; [bar:5] 5; [bar:6] 6; [bonusbar:1] 7; [bonusbar:2] 8; [bonusbar:3] 9; [bonusbar:4] 10; [bonusbar:5] 11;1" );

The argent tournament works fine but the quest replaces the action bar with empty buttons so you're stuck trying to defend yourself with no abilities and the fair games don't show their buttons either. With the following:

RegisterStateDriver(nUI_ActionBar, "page", "[vehicleui] 12; [overridebar] 14; [bar:2] 2; [bar:3] 3; [bar:4] 4; [bar:5] 5; [bar:6] 6; [bonusbar:1] 7; [bonusbar:2] 8; [bonusbar:3] 9; [bonusbar:4] 10; [bonusbar:5] 11;1" );

You get a similar effect but the fair games work fine as they use the overridebar trigger. With the following:

RegisterStateDriver(nUI_ActionBar, "page", "[overridebar] 14; [bar:2] 2; [bar:3] 3; [bar:4] 4; [bar:5] 5; [bar:6] 6; [bonusbar:1] 7; [bonusbar:2] 8; [bonusbar:3] 9; [bonusbar:4] 10; [bonusbar:5] 11;1" );

You get the quest working fine and possibly the fair games but can't test that yet but the argent tournament bar won't change its buttons. So needless to say I am a bit stuck at the moment.
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Unread 09-29-12, 08:48 AM   #25
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No... this is a new thing.

There are now several quests that give you a vehicle exit button but do *not* give you a vehicle bar. For these quests, the [vehicleui] macro condition is false, but the UnitCanExit() API call is true.

I have asked the Blizz team to add a [canexit] macro so we can support that and the indication is that they will. At present, I can't see a way to make it work other than to not hide the built in Vehicle exit button... but that can be a real pain, too.

/sigh
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Unread 09-29-12, 08:50 AM   #26
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Ah, gotcha.

At least it isn't some sort of change I implemented .. I feel somewhat relieved rofl.

edit: Now to get back to my extrabar version to carry on testing..
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Unread 09-29-12, 08:50 AM   #27
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Originally Posted by Xrystal View Post
Hmm are you sure they said extrabutton? This post says extrabar

http://us.battle.net/wow/en/forum/to...71818?page=1#9
Yes... both [extrabar] *and* [extrabutton]

Straight from Blizz... but he was operating from memory. So... there's an outside chance.
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Unread 09-29-12, 10:09 AM   #28
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Here's a question.... do you *ever* have a vehicle UI bar *and* need to use your main action bar (or the "extra" bar)?

I can't think of a single case. Am I wrong?

That being the case.... I should think the vehicle buttons should stay on the main action bar. But I am unsure if you ever need the vehicle UI and the extra bar at the same time... I'm guessing no.

Gawd... I hate this. It's so confusing this mishmash of bars and buttons we seem to have now. Trying to figure out rules for what bars to show when and what you can/cannot hide is starting to give me a headache.

For the moment in nUI6...
  1. If you are in Pet Battle... I hide all of the bars except the pat battle bar and even the minimap so you have a clean UI to work with.
  2. If you have a possession bar, I show it to the left of the main action bar
  3. If you have a stance/stealth bar, I show it to the right of the main action bar
  4. If you have a pet bar, I show it above the main action bar
  5. If you have a vehicle UI bar, I replace the main action bar with it
So... do we ever need the extra bar and main bar at the same time? (I don't think so)

Is the "extra bar" the same as the "extra action button" ? (I don't think so)

Does the "extra bar" use the same keybinds as the main action bar? (I don't think so)

Would it be better to replace the pet action bar with the vehicle action bar? (I don't think so... I don't think you ever use the vehicle UI and the main action bar at the same time)

Does the vehicle action bar use the same key binds as the pet action bar? (I think it uses the main action bar key binds)

*IF* the extra bar does *not* replace the main bar or use the same key binds, would replacing the possession bar with it be a problem?

Then there's the issue of the vehicle exit button and the extra action button still to be sorted out.

I seriously need more caffeine. Feedback anyone?
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Last edited by spiel2001 : 09-29-12 at 10:13 AM.
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Unread 09-29-12, 01:37 PM   #29
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So far from what I have read and seen we need at least:

Main action bar + extra bar at the same time
Warlocks and hunters would need that plus the pet bar.

Not sure if possessbar is only used if you are possessed or if you are possessing someone and gaining access to their abilities .. or both.

Override Bar from what I have seen adjusts the main bar depending on the situation at hand, usually in some sort of vehicle with abilities such as the argent tourney and the fairground games.

Looking at the blizzard code at : http://wow.go-hero.net/framexml/16048

ExtraActionBarFrame contains 1 button ExtraActionButton1 - [extrabar]
OverrideActionBar contains 6 buttons OverrideActionBarButtonX - [overridebar]

The macro conditionals aren't inside the blizzard code ( I checked ) but they were mentioned by blizz on their forums as added and the overridebar one works and the extrabar one I had working but because it replaced the main bar it wasn't 100% correct so people wiped in dungeons due to no access to their main action bar at the same time.

nUI would work fine as it is if we can get the extra bar set up using the [extrabar] 13 setting to turn on its page but as an actual extra bar than replace the main bar.

As in when I had the following code set up people could see the extraactionbutton appear and use it but they couldn't fight as they had lost their main action bar buttons.

RegisterStateDriver(nUI_ActionBar, "page", "[vehicleui] 12; [extrabar] 13; [overridebar] 14; [bar:2] 2; [bar:3] 3; [bar:4] 4; [bar:5] 5; [bar:6] 6; [bonusbar:1] 7; [bonusbar:2] 8; [bonusbar:3] 9; [bonusbar:4] 10; [bonusbar:5] 11;1" );

hopefully that helps somewhat ..
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Unread 09-29-12, 01:56 PM   #30
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Another quest with special action button :

http://www.wowhead.com/quest=31303/the-seal-is-broken

probably the overridebar in action setting up the buttons for the vehicle as you ride the dragon around sealing the rifts.
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Unread 09-29-12, 03:13 PM   #31
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i'm horde and so far i haven't had an issue with the buttons or bars not working, i just got the quest "Calamity Jade" so i will see how this works
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Unread 09-29-12, 03:23 PM   #32
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I'm thinking that I'll just add the vehicle exit button as a single button to the right of the pet bar and the extra action button as a single button to the left of the pet bar.

That way they fit cleanly into the UI and don't interfere with any other buttons/bars.
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Unread 09-29-12, 03:44 PM   #33
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sounds like the best idea Scott. Would make your CDO happy rofl.
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Unread 09-29-12, 11:20 PM   #34
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i did the Calamity Jade quest a little while ago. when i was in the mine cart i had the leave vehicle button, but no other action buttons. my guildies told me that your normal attacks were used to fend off the bad guys. hope this helps you clear up the button/bar issue
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Unread 09-30-12, 02:16 AM   #35
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Yeah, it seems to be another *feature* of the blizzard bar system where you are in a vehicle but you aren't supposed to have a vehicle bar. Unfortunately they haven't given us a trigger that allows us to do that particular quirk of the system.

But yes, that is the quest I was testing all sorts of combinations out on until Scott found that out from his Blizzard contact.
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Unread 09-30-12, 04:21 AM   #36
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Okay, this is definitely an extraactionbar quest .. http://www.wowhead.com/quest=29918

This is the screenshot with the base UI. nUI still not working with my attempts at getting the button to appear ... but at least I can test it now..
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Unread 09-30-12, 06:32 AM   #37
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Originally Posted by Xrystal View Post
sounds like the best idea Scott. Would make your CDO happy rofl.
I have *NO* idea what you're talking about.
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Unread 09-30-12, 06:35 AM   #38
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Originally Posted by Xrystal View Post
Yeah, it seems to be another *feature* of the blizzard bar system where you are in a vehicle but you aren't supposed to have a vehicle bar. Unfortunately they haven't given us a trigger that allows us to do that particular quirk of the system.

But yes, that is the quest I was testing all sorts of combinations out on until Scott found that out from his Blizzard contact.
Have you tried using "[target=vehicle, exists] show; hide" to deal with the vehicle exit button? I put that in the nUI6 code last night, but didn't get to a quest where I could test it before I crapped out.
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Unread 09-30-12, 06:43 AM   #39
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I *think* I have the extra action button sorted out... but, like the vehicle exit button, I crapped out last night before I could test it.

Here's a few snippets of the code (not all of it, or exact, as that gets a bit crazy with all the nUI6isms) I'm using a single button action bar for this...

Code:
        local extraButton  = CreateFrame( "CheckButton", buttonName, parent, "ExtraActionButtonTemplate" );

          local children = { extraButton:GetRegions() };
        
        extraButton:SetAttribute( "action", nil );
        extraButton:SetID( 1 );
        
        -- find the decorative art around the button and hide it

          for i,child in ipairs( children ) do
            
            if child.GetTexture 
            then
                if child:GetTexture() == "Interface\\UnitPowerBarAlt\\SpellPush-Frame"
                then
                    child:Hide();
                end
            end
        end

          extraButton:SetParent( actionBar:GetParent() );
        actionBar:SetParent( extraButton );
                
        actionBar:SetScript( "OnShow", 
        
            function()        
                extraButton.style:SetTexture( GetOverrideBarSkin() or DefaultExtraActionStyle );
                ActionButton_UpdateUsable( extraButton );
            end
        );
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Unread 09-30-12, 07:12 AM   #40
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Well think I managed to finally get it working with version 5. Cheated somewhat and just reparented the real actionbar and button and just made sure they were shown on creation and then let blizz sort out visibility rofl .. cheating I know but seeing as its just temporary until you get 6 sorted it's better than nothing.

Lua Code:
  1. local anchor     = CreateFrame( "Frame", "nUI_ExtraActionBarEvents", WorldFrame );
  2. local frame      = CreateFrame( "Frame", "nUI_ExtraActionBar", nUI_Dashboard.Anchor, "SecureFrameTemplate" );
  3.  
  4. local f = ExtraActionBarFrame
  5. f:SetParent(frame)
  6. f:ClearAllPoints()
  7. f:SetPoint("CENTER",0,0)
  8. f.ignoreFramePositionManager = true
  9.  
  10. local b = ExtraActionButton1
  11. frame.button = b
  12.  
  13. local s = b.style
  14. s:SetTexture(nil)
  15.  
  16. f:Show()
  17. b:Show()
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