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06-17-09, 11:31 AM   #1061
duhwhat
A Wyrmkin Dreamwalker
Join Date: Aug 2008
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Two questions:

1. How can I hide raid groups 6 through 8?

2. How can I truncate raid member names to four letters on the raid frame?
 
06-17-09, 02:37 PM   #1062
saulhudson
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Originally Posted by duhwhat View Post
Two questions:

1. How can I hide raid groups 6 through 8?
Code:
local Raid = {}
for i = 1, NUM_RAID_GROUPS do
	local RaidGroup = oUF:Spawn("header", "oUF_Raid" .. i)
	
	RaidGroup:SetAttribute("groupFilter", tostring(i))
	RaidGroup:SetAttribute("yOffset", -4)
	RaidGroup:SetAttribute("point", "TOP")
	RaidGroup:SetAttribute("showRaid", true)
	table.insert(Raid, RaidGroup)
	if i == 1 then
		RaidGroup:SetPoint("TOPLEFT", UIParent, 20, -40)
	else
		RaidGroup:SetPoint("TOPLEFT", Raid[i-1], "TOPRIGHT", 8, 0)
	end
	RaidGroup:Show()
end
Just change the start of the spawn function from

for i = 1, NUM_RAID_GROUPS do

to something like

for i = 1, 5 do
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06-17-09, 07:54 PM   #1063
duhwhat
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Thanks saul, that worked well. I believe I've found a solution to truncating names, I forgot to change self.Name:SetWidth. However, an ellipsis shows up on trunctation. How can I suppress the appearance of the ellipsis, and rather show a few extra characters?
 
06-17-09, 09:57 PM   #1064
Bruners
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Originally Posted by duhwhat View Post
Thanks saul, that worked well. I believe I've found a solution to truncating names, I forgot to change self.Name:SetWidth. However, an ellipsis shows up on trunctation. How can I suppress the appearance of the ellipsis, and rather show a few extra characters?
http://lua-users.org/wiki/StringLibraryTutorial

in a tag

Code:
oUF.Tags["[name]"] = function(unit)
	if(not unit) then return end
	return string.sub(UnitName(unit), 0, 4) or ""
end
 
06-18-09, 12:30 PM   #1065
jadakren
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Originally Posted by arnath_vp View Post
Do oUF_PowerSpark and oUF_HealComm still work at all?
what makes you think they don't?

Originally Posted by Bruners View Post
http://lua-users.org/wiki/StringLibraryTutorial

in a tag

Code:
oUF.Tags["[name]"] = function(unit)
	if(not unit) then return end
	return string.sub(UnitName(unit), 0, 4) or ""
end
which will work fine until you get to letters like ê à è ë

Last edited by jadakren : 06-18-09 at 12:32 PM.
 
06-21-09, 03:45 PM   #1066
fnacke
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Hey guys im currently using oUF Caellian and my question is, is there any way i can remove the raidframes?
Im using Grid and i prefer to keep them

thanks for help!
 
06-22-09, 02:41 PM   #1067
Irgnoam
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Originally Posted by fnacke View Post
Hey guys im currently using oUF Caellian and my question is, is there any way i can remove the raidframes?
Im using Grid and i prefer to keep them

thanks for help!
Try removing
Code:
local raid = {}
for i = 1, NUM_RAID_GROUPS do
	local raidgroup = oUF:Spawn("header", "oUF_Raid"..i)
	raidgroup:SetAttribute("groupFilter", tostring(i))
	raidgroup:SetAttribute("showRaid", true)
	raidgroup:SetAttribute("yOffSet", -7.5)
	table.insert(raid, raidgroup)
	if i == 1 then
		raidgroup:SetPoint("TOPLEFT", UIParent, "TOPLEFT", cfg.raidX, cfg.raidY)
	else
		raidgroup:SetPoint("TOPLEFT", raid[i-1], "TOPRIGHT", (60 * settings.scale - 60) + 7.5, 0)
	end
end
from somewhere pretty far down in "oUF_cMain.lua".
If it doesn't work, I don't know though.

EDIT: I don't use oUF Caellian myself though, so I just took 5 minutes to look at the code for it now.

Last edited by Irgnoam : 06-22-09 at 02:43 PM.
 
06-23-09, 01:14 PM   #1068
Elariah
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I've got a slightly modified version of Saul's, with oUF_DebuffHighlighter working, which is great.

But I'm wondering if anyone knows a way to stick the number of HoT's somewhere on the unit/party/pet frames? I've tried various functions of trying to see if a target has one and either I get errors or nothing happens at all.

Saul's looks awesome but as a healer I like to know quickly at a glance who has a renew/regrowth on them already.
 
06-23-09, 03:31 PM   #1069
jadakren
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Originally Posted by NarusegawaNaru View Post
I've got a slightly modified version of Saul's, with oUF_DebuffHighlighter working, which is great.

But I'm wondering if anyone knows a way to stick the number of HoT's somewhere on the unit/party/pet frames? I've tried various functions of trying to see if a target has one and either I get errors or nothing happens at all.

Saul's looks awesome but as a healer I like to know quickly at a glance who has a renew/regrowth on them already.
look at oUF_FreebGrid & oUF_Smee2/groups, he and i create fontstrings in the corners of each unitframe which displays a coloured(based on the aura) "CENTEREDPERIOD" if some kind of aura is present.

for example on my raid frames i show down in the bottom left corner three or four dots :

blue : gift of the naaru
bright green : rejuvenation
turqouise : lifebloom
green : renew

i have been thinking that lifelboom really needs more visual feedback as to how close it is to blooming and how many stacks there are.

not sure exactly how to approach this yet.
 
06-24-09, 06:34 AM   #1070
Elariah
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Thanks for that, I think I see how you've done it now.

You've used the tags.lua file you made yourself to set tags up, and then made an array for each corner TL,TR,BL,BR etc that is filled with the tags (should one of the spells for that tag be present).

I might use what you've done for POM, that's just a nice easy way too, nice. Although I can only find you setting a fontstring for that too, and not the icon as per Freegrids screenshot

And try to work out how to apply an overlay onto the border frame for HoT's, I could use IsMine to check for all HoT's by myself to apply this border.

I actually use Freebgrid for my raids, but for party only I want my own hehe. The only thing I can see that I'm not sure how to get now, would be how many Renews are on someone for example. i.e. They could have 3 from 3 different priests on them. Although while writing this I've just spotted that

UnitAura's 4th return value is a count. So I could just include that by counting within
Code:
["BL"] = "[rnw][gotn][rejuv][regrow][wg]"
or something. You've given me a great deal of help without realising how much. Thanks very very much!
 
06-24-09, 12:25 PM   #1071
jadakren
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Originally Posted by NarusegawaNaru View Post
I might use what you've done for POM, that's just a nice easy way too, nice. Although I can only find you setting a fontstring for that too, and not the icon as per Freegrids screenshot
It's not an icon, but rather a font-set which is comprised of only symbols. Originally (when i submitted this idea to Freebaser) I wanted to use something that would remain the same overall shape as incremental changes affect it.

PizzaDude-Bullets fullfiled that need. However I grew to dislike that it was far too large and unscalable (scale it too far and you would need to start providing xOffset & yOffset options because it would creep outside the relative position)

I moved back the initial font i was using "Visitor-TT1-BRK" because it was pixel perfect. It scales perfectly and still has various symbol glyphs.

Currently i am using "·" for all the indicators except the top middle section which i set aside for survivability auras which have a long cooldown before they can be applied again.

In that spot i use different symbols to indicate which aura it is thats in effect.

Originally Posted by NarusegawaNaru View Post
The only thing I can see that I'm not sure how to get now, would be how many Renews are on someone for example. i.e. They could have 3 from 3 different priests on them. Although while writing this I've just spotted that

UnitAura's 4th return value is a count. So I could just include that by counting within
Code:
["BL"] = "[rnw][gotn][rejuv][regrow][wg]"
or something. You've given me a great deal of help without realising how much. Thanks very very much!
Two things :

the 4th value , the count return value is how many stacks of a particular aura you have.

you would be editing a code block similar to this one :
Code:
oUF.Tags["[rnw]"] = function(u) return UnitAura(u, "Renew") and "|cff33FF33·|r" or "" end
oUF.TagEvents["[rnw]"] = "UNIT_AURA"
example, lifebloom can stack to three, grace to three, etc etc.

here is my grace tag :
Code:
oUF.Tags["[grace]"] = function(u)
  local _,_,_,c = UnitAura(u, "Grace");
  if(not NeedsIndicators(u))then return end
  return  c and "|cff006699"..string.rep("·",c).."|r" or ""
end
oUF.TagEvents["[grace]"] = "UNIT_AURA"

Last edited by jadakren : 06-24-09 at 12:29 PM.
 
06-25-09, 04:25 AM   #1072
Elariah
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So what font are you using the the POM and LB? I've looked at Visitor-TT1-BRK and can't see what symbols you'd use for those from it that scale. Or do you use PizzaDude-Bullets for those as per freebgrid. Just curious really.
 
06-25-09, 10:20 AM   #1073
jadakren
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Originally Posted by NarusegawaNaru View Post
So what font are you using the the POM and LB? I've looked at Visitor-TT1-BRK and can't see what symbols you'd use for those from it that scale. Or do you use PizzaDude-Bullets for those as per freebgrid. Just curious really.
here is the one i was using initially.
http://www.dafont.com/pizzadude-bullets.font


The problem starts because the indicator font strings are positioned in the corners and at a scale of 1:1 they first needed to be offset towards the middle of the frame by a few pixels.

but when you start changing the scale of the frame (something that is very easy to do without editing lua in my own layout oUF_Smee2_Groups) then because you offset those fontstrings by a static measurement (pixels) and you are changing the scale (a relative measurement) they eventually loose their correct relative placement to the corners of the frame.

this happens because pizzadudes fontset has internal information about how it scales.

The good thing about true pixel fontypes like visitor is that when you position them with a static/absolute measurement (against your intital 1:1 setup), then any relative scaling thereafter retains its positioning.

at least this is my experience.

This is the font set I use for my indicators :
The CENTEREDPERIOD isn't shown here but if you open up the ttf file with a program like fontymatrix you will be able to see the full glyphset.
 
06-25-09, 12:30 PM   #1074
Elariah
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Cool, I'll look further at that font type. Just a puzzle though, I've re-used the AuraStatus stuff written for Freebgrid.

Code:
	self.AuraStatusBR = self.Health:CreateFontString(nil, "OVERLAY")
	self.AuraStatusBR:ClearAllPoints()
	self.AuraStatusBR:SetPoint("BOTTOMRIGHT", self, "BOTTOMRIGHT", 7, -3)
	self.AuraStatusBR:SetFont(mediaPath.."PIZZADUDEBULLETS.ttf", "12", "THINOUTLINE")
	self:Tag(self.AuraStatusBR, oUF.classIndicators[playerClass]["BR"])
for now. And this all works but one thing I'm not sure what to do about is this.



Any idea's how to many it higher than the mana bar?

I think this is creating the mana bar
Code:
		local power = self.Health:CreateFontString(nil, 'OVERLAY', 'GameFontHighlightSmallLeft')
		power:SetPoint('TOPLEFT', self.Health, 2, -31)
		power.frequentUpdates = 0.1
I'm guessing the OVERLAY is the 'strata' that they are set to? If so then I see the healthbg is set to BORDER, but have no idea what's above/below these.

Thanks
 
06-25-09, 12:47 PM   #1075
Freebaser
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Code:
self.AuraStatusBR = self.Health:CreateFontString(nil, "OVERLAY")
If you want it to overlay the power try self.Power.

Code:
self.AuraStatusBR = self.Power:CreateFontString(nil, "OVERLAY")


Code:
local power = self.Health:CreateFontString(nil, 'OVERLAY', 'GameFontHighlightSmallLeft')
		power:SetPoint('TOPLEFT', self.Health, 2, -31)
		power.frequentUpdates = 0.1
That is the power text, not the power bar.
 
06-25-09, 01:09 PM   #1076
Elariah
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Thanks. I ended up with

Code:
	if (self.Power) then
		self.AuraStatusBR = self.Power:CreateFontString(nil, "OVERLAY")
	else
		self.AuraStatusBR = self.Health:CreateFontString(nil, "OVERLAY")
	end
as otherwise I get an error
Message: ..\AddOns\oUF_Saul\oUF_Saul.lua line 50:
attempt to index field 'Power' (a nil value)
Thanks!
 
06-25-09, 02:12 PM   #1077
Elariah
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How can I reload oUF ingame? Just wondering as if I'm invited to a raid/group while in a fight the party frames won't show.

Just wondering how to get around that.
 
06-25-09, 03:49 PM   #1078
Freebaser
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Originally Posted by NarusegawaNaru View Post
How can I reload oUF ingame? Just wondering as if I'm invited to a raid/group while in a fight the party frames won't show.

Just wondering how to get around that.
Not showing once you leave combat?

Edit:
If your having issues, this should fix it.

Code:
                local partyToggle = CreateFrame('Frame')
		partyToggle:RegisterEvent('PLAYER_LOGIN')
		partyToggle:RegisterEvent('RAID_ROSTER_UPDATE')
		partyToggle:RegisterEvent('PARTY_LEADER_CHANGED')
		partyToggle:RegisterEvent('PARTY_MEMBERS_CHANGED')
		partyToggle:SetScript('OnEvent', function(self)
			if(InCombatLockdown()) then
				self:RegisterEvent('PLAYER_REGEN_ENABLED')
			else
				self:UnregisterEvent('PLAYER_REGEN_ENABLED')
				party:Show()
			end
		end)

Last edited by Freebaser : 06-25-09 at 03:54 PM.
 
06-25-09, 04:20 PM   #1079
Elariah
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This is my whole block bit here

Code:
local party = oUF:Spawn("header", "oUF_Party")
party:SetManyAttributes("showParty", true, "yOffset", -58)
party:SetAttribute("template", "oUF_Party")
party:SetPoint("TOPLEFT", 10, -192)
party:RegisterEvent('PLAYER_LOGIN')
party:RegisterEvent('RAID_ROSTER_UPDATE')
party:RegisterEvent('PARTY_LEADER_CHANGED')
party:RegisterEvent('PARTY_MEMBER_CHANGED')

local partyToggle = CreateFrame('Frame')
		partyToggle:RegisterEvent('PLAYER_LOGIN')
		partyToggle:RegisterEvent('RAID_ROSTER_UPDATE')
		partyToggle:RegisterEvent('PARTY_LEADER_CHANGED')
		partyToggle:RegisterEvent('PARTY_MEMBERS_CHANGED')
		partyToggle:SetScript('OnEvent', function(self)
			if(InCombatLockdown()) then
				self:RegisterEvent('PLAYER_REGEN_ENABLED')
			else
				self:UnregisterEvent('PLAYER_REGEN_ENABLED')
				if(GetNumRaidMembers() > 0) then
					party:Hide()
				else
					party:Show()
				end
			end
end)
I was in combat, I invited another to group. I see that person's frame okay. If I invite a 2nd person I won't see that. Or if someone invites me to a group of 4, I only see 1 person's frame only.

If I leave combat, I still only see one persons frame. If I kick the person who's frame I see, I'll see a different persons frame, but still only 1 frame.

It's like if you enter a group while in combat, it locks the party to only showing one frame.

EDIT: I've tried your layout, Freebgrid and it doesn't suffer from this, I can join a 3 person group no problem and it shows all okay.

I'm off to bed now, but I've uploaded the folders relevant to my UI. It's a modified version of Sauls.
http://www.lovehina.me.uk/wow/NaruUI.zip Obviously the main file is oUF_Saul.lua

I'm at a loss as to why Freebgrid's works fine but this one doesn't

Last edited by Elariah : 06-25-09 at 04:48 PM.
 
06-25-09, 09:55 PM   #1080
Qupe
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I'm having something weird happen with debuffs on every frame that shows debuffs (best pictured by the screenshot below on raid frames).

If i detarget something with a debuff (target frame in this case) the debuff stays on the screen even without a target. The raid frame issue isn't as easily solved, if someone leaves the raid with a debuff it hangs on my screen. The raid frame debuffs require me to reload my interface to clear them.



Any ideas as to what could be causing this?
 

WoWInterface » Featured Projects » oUF (Otravi Unit Frames) » oUF - Layout discussion

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