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12-17-08, 05:18 AM   #121
Blood Druid
A Fallenroot Satyr
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Message processing does not work in the new version oUF
self:RegisterEvent('UNIT_NAME_UPDATE', updateName)

function is set:
local updateName = function(self, event, unit)
....
end

did as has been shown in oUF_Lily

what a problem?


P.S. If in oUF_lily to remove a line 82 self:UNIT_NAME_UPDATE(event, unit) that there will be same problems.

Haste what to do?

Last edited by Blood Druid : 12-17-08 at 06:03 AM.
 
12-17-08, 08:58 AM   #122
haste
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I don't really understand what your problem is .
 
12-17-08, 09:48 AM   #123
p3lim
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It doesnt run the function when the event fires, I had the same issue.

Using tags now though.

(This is about 1.3)
 
12-17-08, 10:17 AM   #124
haste
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Then the next obvious question is: Are you able to tell me how to re-create it?
 
12-17-08, 10:21 AM   #125
p3lim
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Just register the event like you do in 1.3, providing a function for it.
You'll notice it doesnt update the function, for what reason is unknown to me. (didnt look too much into it)
 
12-18-08, 03:07 AM   #126
Blood Druid
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Originally Posted by haste View Post
I don't really understand what your problem is .
I have in view of what the appointed function does not fulfil, i.e. names on RaidFrames, Target, TargetTarget, Player etc are not written.
Probably I that do not understand
I understand as message UNIT_NAME_UPDATE works...

Earlier that the name (the specified function has started to work) was updated was to register this event enough and to make oUF:RegisterSubTypeMapping'UNIT_NAME_UPDATE '

...and all worked...
 
12-18-08, 03:20 AM   #127
dafire
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If you use the development version try

self:Tag(namefontstring,"[name]")
 
12-18-08, 03:34 AM   #128
Blood Druid
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Originally Posted by dafire View Post
If you use the development version try

self:Tag(namefontstring,"[name]")
I do not plan transition to use Tags in my Layout

Last edited by Blood Druid : 12-18-08 at 03:37 AM.
 
12-19-08, 02:28 AM   #129
Blood Druid
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And so, I seem have not much understood the reason not correct working off:
earlier all events remained in the table subTypesMapping and processing function under this table was in

function oUF:PLAYER_ENTERING_WORLD(event)
.....
end

all became simply and quickly, i.e. all which functions of event were caused were in the table subTypesMapping.
In the new version the mechanism is processed and on a plan is improved, here to dispute are not present, but which functions of event are not caused registered.

I suspect that errors or in

function oUF:RegisterEvent(event, func)
...
end

or in

function oUF:PLAYER_ENTERING_WORLD(event)
...
end

... can in __elements that is not added?
 
12-19-08, 01:29 PM   #130
haste
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.__elements is used for OnShow updates of the frame.
:RegisterEvent() is used for ordinary event handling.

I don't use .__elements in oUF_Lily, because the UNIT_HEALTH function will make the OnShow call for me.
 
12-20-08, 03:34 AM   #131
ant1pathy
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Not sure if this is the right place to ask this; if not I would appreciate a point in the right direction !

For a while I used a HUD called "UnderHood." It did the job well, but used DogTags which I don't really like so I've decided to move to oUF. I have enough knowledge of lua to not hurt myself and move things around, so it's working out pretty well. The one think I miss, however, was a nifty feature about the buffs/debuffs. On the player/target buff/debuff list, it would supersize the ones cast by the player (about 4x the normal size), along with prioritizing those which I believe is standard practice. How might I go about replicating something like that?
 
12-20-08, 02:46 PM   #132
1nstant
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I'm having a problem w/ the player cast bar. I'm not sure if it's been said, probably has because it's pretty obvious to anyone who spams their keys.

For example: If I use steady shot, the casting bar will come up. If I hit it again, the player casting bar will disappear. It won't stop the cast, just the bar will just vanish and the steady shot will still go off.

Tested w/ various layouts.

http://www.theewok.com/images/bug1.jpg
http://www.theewok.com/images/bug2.jpg
 
12-20-08, 02:59 PM   #133
p3lim
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Originally Posted by 1nstant View Post
I'm having a problem w/ the player cast bar. I'm not sure if it's been said, probably has because it's pretty obvious to anyone who spams their keys.

For example: If I use steady shot, the casting bar will come up. If I hit it again, the player casting bar will disappear. It won't stop the cast, just the bar will just vanish and the steady shot will still go off.

Tested w/ various layouts.

http://www.theewok.com/images/bug1.jpg
http://www.theewok.com/images/bug2.jpg
Fixed in next version
 
12-21-08, 07:57 AM   #134
duhwhat
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Code:
[08:36:24] Interface\AddOns\oUF_Banzai\oUF_Banzai.lua:60: attempt to 

call method 'UNIT_HEALTH' (a nil value)
(tail call): ?
[C]: in function 

`UNIT_HEALTH'
Interface\AddOns\oUF_Banzai\oUF_Banzai.lua:60: in 

function `v'
...dOns\oUF_Banzai\libs\LibBanzai-2.0\LibBanzai-

2.0.lua:162: in function <...dOns\oUF_Banzai\libs\LibBanzai-2.0

\LibBanzai-2.0.lua:128>
I guess Banzai is no longer supported, but I get this error with oUF 1.3 and oUF Lyn
 
12-21-08, 08:17 AM   #135
grimman
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Updated my local oUF to the new 1.3 and much to my surprise everything works... except self.Resting. :P
It's stuck on visible, regardless of whether I'm inside or outside of a resting zone, reloading doesn't affect it either.

Another thing I noticed which is merely an inconvenience for me is that whenever I enter a party an error is thrown;
Code:
[2008/12/21 15:14:03-1053-x2]: oUF-1.3\ouf.lua:94: attempt to call field '?' (a nil value)
BugGrabber tucks it away nicely in the nether regions of my UI, so it doesn't do much more than squeak a "Fatality!" warning.
Still, a bug is a bug (whether it's yours or mine), and I'd like to get it ironed out if possible.
 
12-21-08, 08:31 AM   #136
p3lim
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Originally Posted by grimman View Post
Updated my local oUF to the new 1.3 and much to my surprise everything works... except self.Resting. :P
It's stuck on visible, regardless of whether I'm inside or outside of a resting zone, reloading doesn't affect it either.
Most likely an issue with oUF.
Haste: compare lines 15 and 16 in status.lua (aswell lines 23 and 24)



Originally Posted by grimman View Post
Another thing I noticed which is merely an inconvenience for me is that whenever I enter a party an error is thrown;
Code:
[2008/12/21 15:14:03-1053-x2]: oUF-1.3\ouf.lua:94: attempt to call field '?' (a nil value)
Issue with one (or more) of your events, the event handler got changed in 1.3
 
12-21-08, 08:53 AM   #137
grimman
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Originally Posted by p3lim View Post
Issue with one (or more) of your events, the event handler got changed in 1.3
Didn't think it would cause an issue. One of the things I hadn't changed in my Lily-cannibalizing (and post 1.3 event handling upgrade) was a single registered event near the end of the style function. "-- self:RegisterEvent(...)" -> success!

That only leaves the rested icon, which is commented out as well. For now.
I suppose I could write my own handler, but I'd hate to waste the effort before I get any official word on the issue.

Thanks for bopping me on the noggin. I should have checked the events more carefully. :P
 
12-21-08, 08:54 AM   #138
haste
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Originally Posted by grimman View Post
Updated my local oUF to the new 1.3 and much to my surprise everything works... except self.Resting. :P
It's stuck on visible, regardless of whether I'm inside or outside of a resting zone, reloading doesn't affect it either.
Fixed on git.
 
12-21-08, 02:45 PM   #139
wcshadow
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Ive been using oUF for quite a while with Roth's UI, and after updating to 1.3.1 today, my bars seem to be all a mess, while selecting myself i doesnt show my name and same with mobs arent displaying correctly, is there a line of code that can restore these names and proper working ?


dont know if this error code would help or not but i keep getting

oUF-1.3.1\ouf.lua:94: attempt to call field '?' (a nil value)
 
12-21-08, 03:10 PM   #140
haste
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Don't use a 1.2.x layout on 1.3.x.
 

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