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07-03-09, 03:25 AM   #261
ravagernl
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Originally Posted by Psychophan7 View Post
I'm thinking of switching from Pitbull to oUF. What should I know before making a decision?
Make a backup of your saved variables. If you mess up anything, you can always go back.

Next, most oUF layouts require a bit of lua editing. As of this time, there are 3 layouts available that have configuration options:
http://www.wowinterface.com/download...UF_Nivaya.html
http://www.wowinterface.com/download...oUF_Smee2.html and http://www.wowinterface.com/download...e2_Groups.html

and there is another I forgot :P
 
07-03-09, 03:31 AM   #262
haste
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Originally Posted by mrruben5 View Post
Make a backup of your saved variables. If you mess up anything, you can always go back.
SVs aren't deleted when you remove an add-on. They exist until you delete your WTF folder or manually delete the files yourself.

Originally Posted by mrruben5 View Post
and there is another I forgot :P
Lunar Unit Frames would be my guess.
 
07-03-09, 04:42 AM   #263
ravagernl
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Originally Posted by haste View Post
SVs aren't deleted when you remove an add-on. They exist until you delete your WTF folder or manually delete the files yourself.
You are right. You can however make a backup of config.wtf and multiple other files (chat and layout-cache.txt for example). It is not needed if you know what you are doing but it is advisable.

Originally Posted by haste View Post
Lunar Unit Frames would be my guess.
That was the one, yes
 
07-07-09, 07:06 AM   #264
ckaotik
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I noticed Blizzard uses the buff filter keyword "RAID" - how come it doesn't work with ouf? Would be great, because, well... it means you can actually choose "only show buffs I can cast" (like with the default UI) for your unit frames. Will this be implemented or is it .. I dunno, buggy on Blizz's side?

Edit: Well, somehow it doesn't work on buffs for me ... Or did I miss something and warlocks suddenly cast Battle Shout?

Last edited by ckaotik : 07-07-09 at 02:26 PM. Reason: Mini-response to Yourstruly
 
07-07-09, 07:20 AM   #265
v6o
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Originally Posted by ckaotik View Post
I noticed Blizzard uses the buff filter keyword "RAID" - how come it doesn't work with ouf? Would be great, because, well... it means you can actually choose "only show buffs I can cast" (like with the default UI) for your unit frames. Will this be implemented or is it .. I dunno, buggy on Blizz's side?
I use HARMFUL|RAID for debuffs I can dispell and it does work.
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08-07-09, 08:12 AM   #266
grasive
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Hello I have a layout for oUF downloaded!
It is also only 3.2 WOW missing me oUF Update! I have to WOWinterface.com only found the old version so oUF for WOW 3.1!
Please help me!



Sorry my english is so horrible but I can not write good English and have therefore a Überstetzer used!
 
08-07-09, 08:35 AM   #267
haste
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Originally Posted by grasive View Post
Hello I have a layout for oUF downloaded!
It is also only 3.2 WOW missing me oUF Update! I have to WOWinterface.com only found the old version so oUF for WOW 3.1!
Please help me!



Sorry my english is so horrible but I can not write good English and have therefore a Überstetzer used!
Just enable load out of date add-ons
 
08-16-09, 05:38 PM   #268
Limbero
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Hi, I hope you can help me, I am not very experienced in lua though I can program in C++ for example so I know the basics.

I currently use oUF with the "skin" Caellian.

1. I'd like to be able to filter debuffs on my target and set a maximum amount of them. Would be good to know how to do this for all frames actually.

2. Is it possible to show a maximum of 5 raid groups?

3. I'm never interested in target buffs except for emalon's adds, how do I filter this if possible?
 
08-23-09, 08:30 AM   #269
delvego
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i know i probally sound dumb. but i cant edit i dont know how but love some of these set ups. does anyone know a layout that lets you edit all options in game.
 
08-23-09, 12:42 PM   #270
Subere
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Originally Posted by delvego View Post
i know i probally sound dumb. but i cant edit i dont know how but love some of these set ups. does anyone know a layout that lets you edit all options in game.
I think there are only 3.

oUF_Nivaya
oUF_Smee2
Lunar Unit Frames
 
08-30-09, 08:18 PM   #271
Raulnor16
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Do you know of any way I can create a test-mode for a addon, so I can see where all the bars are and move them (Via oUF Moveable Frames)? This would include: Character, Target, ToT, Party, Focus, Pet, Vehicle, and Raid. I'm sorta starting out on coding myself, so I'm pretty new to all this, and I'm not sure where to start to make this happen, or where to put it in the code. Thank you for any help.
 
08-31-09, 08:18 AM   #272
p3lim
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Originally Posted by Limbero View Post
1. I'd like to be able to filter debuffs on my target and set a maximum amount of them. Would be good to know how to do this for all frames actually.
You can use .onlyShowPlayer on buffs/debuffs/auras

Originally Posted by Limbero View Post
2. Is it possible to show a maximum of 5 raid groups?
It depends, I don't know how Caellian spawns his raid frames.
If he spawns a single header, use this:
lua Code:
  1. <raidheader>:SetAttribute('groupFilter', '1,2,3,4,5')

If he spawns multiple headers, you should find something like this:
lua Code:
  1. for i = 1, 8 do
  2.    ...
  3. end
Change 8 to 5.

Originally Posted by Limbero View Post
3. I'm never interested in target buffs except for emalon's adds, how do I filter this if possible?
Create a filter for the target debuffs.
Take a look at how my layout does it.
 
09-06-09, 11:25 AM   #273
Aerials
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yet again (i think) the same question that's been asked about party frames.

Hi, i know this kinda thing has been asked before 'cuz I have found a lot of info on it but it's really not clear to me (i'm a noob), I'm wondering about spawning party frames differently, easier to show you how:


partymember3 partymember4
partymember1 partymember2

or

partymember2 partymember4
partymember1 partymember3

what i have so far for spawning:

Code:
oUF:RegisterStyle("oUF_Aerials", func)

oUF:SetActiveStyle("oUF_Aerials")



local player = oUF:Spawn("player", "oUF_Player")

player:SetPoint("BOTTOMLEFT", UIParent, "BOTTOMLEFT", 50, 100)
player:SetScale(scale)

local target = oUF:Spawn("target", "oUF_Target")

target:SetPoint("CENTER", 0, -180)

local pet = oUF:Spawn("pet", "oUF_Pet")

pet:SetPoint("TOPLEFT", player, "RIGHT", 8, -2)



local pettarget = oUF:Spawn("pettarget", "oUF_PetTarget")

pettarget:SetPoint("LEFT", pet, "RIGHT", 4, 0)



local tot = oUF:Spawn("targettarget", "oUF_TargetTarget")

tot:SetPoint("LEFT", target, "RIGHT", 8, 0)



local focus = oUF:Spawn("focus", "oUF_Focus")

focus:SetPoint("BOTTOMLEFT", player, "RIGHT", 8, 2)



local tof = oUF:Spawn("focustarget", "oUF_FocusTarget")

tof:SetPoint("LEFT", focus, "RIGHT", 4, 0)



local party = oUF:Spawn("header", "oUF_Party")

party:SetPoint("BOTTOMLEFT", UIParent, "BOTTOMLEFT", 50, 230)

party:SetManyAttributes(
	"showParty", true,
	'point', "BOTTOMLEFT",
	"yOffset", 60,
	"xOffset", -150,
	'sortDir', "RIGHT",
	'maxColumns', 2,
	'unitsPerColumn', 2,
	'columnAnchorPoint', 'LEFT',
	'columnSpacing', 120
)

party:SetAttribute("template", "oUF_AerialsParty")
--party:SetScale(scaleP)
party:Show()

local raid = {}

for i = 1, 8 do

	local raidgroup = oUF:Spawn('header', 'oUF_Raid'..i)

	raidgroup:SetManyAttributes(

		'groupFilter', tostring(i), 

		'showRaid', true, 

		'yOffSet', -1, 

		"point", "TOP", 

		"template", "oUF_AerialsRaid"

	)

	table.insert(raid, raidgroup)

	if(i==1) then

		raidgroup:SetPoint('BOTTOMLEFT', UIParent, 'BOTTOMLEFT', 20, 220)

	elseif(i==5) then

		raidgroup:SetPoint('BOTTOMLEFT', UIParent, 'BOTTOMLEFT', 250, 220)

	else

		raidgroup:SetPoint('BOTTOM', raid[i-1], 'TOP', 0, 10)

	end

end


-- party toggle in raid

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:Show()

			for i,v in ipairs(raid) do v:Hide() end

		else

			party:Show()

			for i,v in ipairs(raid) do v:Hide() end

		end

	end

end)
the positions work... party members show where I want them, but... they won't show right if i'm in combat when I join the party. also, if i'm in combat when I join, the frames are not clickable until I reloadui (took 2 reloads actually for some odd reason).

I was wondering if it's possible to force the locations of each frame to be valid when logging in (even if not in a party) or if it's possible to spawn them individually with still using the template in the xml and if either of those would actually make it work right.

i've seen some layouts put some of the attributes in the RegisterStyle line, but i'm not sure what all can be put in there (pretty sure when I tried that it caused some weird errors).
 
09-06-09, 11:36 AM   #274
haste
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oUF_Classic spawns the party frames like:
party1 party2
party3 party4
You can easily change it to spawn it upwards instead of down.
 
09-06-09, 12:21 PM   #275
Aerials
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sweet, i'll check it out. thanks a bunch.
 
09-08-09, 07:06 PM   #276
Aerials
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Hi, I was wondering if you know a decent event to attatch to combat icon updating for those that like to have a combat icon for party / raid members.

I tried COMBAT_LOG_EVENT_UNFILTERED but that made it update far too often (as should be expected really) and caused a little lag in combat, but if i use COMBAT_LOG_EVENT, i think it'll only update when something changes in my combat log (have to be in range) and would still probably cause lag when in combat.

is there a way to just make it update every 5, 10 or 15 seconds?

here's what I have right now....
(been modifying the status.lua in elements, if i get it working i might try to add it to the actual layout, but that's another thing to figure out how to do.)

Code:
	local Update = function(self, event)
		local unit = self.unit
		local currentcombat = UnitAffectingCombat(unit)
		if updatedbefore == false then
			if(UnitAffectingCombat(unit)) then
				self.Combat:Show()
				priorcombat = true
			else
				self.Combat:Hide()
				priorcombat = false
			end
			updatedbefore = true
		else
			if currentcombat then
				if priorcombat == false then
					self.Combat:Show()
					priorcombat = true
				end
			else
				if priorcombat == true then
					self.Combat:Hide()
					priorcombat = false
				end
			end
		end
	end

	local Enable = function(self, unit)
		if(self.Combat) then
			self:RegisterEvent("PLAYER_REGEN_DISABLED", Update)
			self:RegisterEvent("PLAYER_REGEN_ENABLED", Update)
			self:RegisterEvent("COMBAT_LOG_EVENT", Update)

			if(self.Combat:IsObjectType"Texture" and not self.Combat:GetTexture()) then
				self.Combat:SetTexture[[Interface\CharacterFrame\UI-StateIcon]]
				self.Combat:SetTexCoord(.5, 1, 0, .5)
			end

			return true
		end
	end
(locals priorcombat and updatedbefore are both set to false under the line:
Code:
local oUF = _G[global]
.)

any suggestions for events to tag it to or how to set it to a timer?

and no, i dont plan to keep the changes in status.lua, just using that for now. i know it's best to not change oUF itself.

k, the whole part i added to update doesn't work too well other than local unit = self.unit and (UnitAffectingCombat(unit)) (i'm a noob)

Last edited by Aerials : 09-08-09 at 07:24 PM.
 
09-08-09, 08:11 PM   #277
Waverian
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Originally Posted by Aerials View Post
is there a way to just make it update every 5, 10 or 15 seconds?
Use an OnUpdate script. You shouldn't need to touch the core at all for this.
 
09-08-09, 08:38 PM   #278
Aerials
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k, i'll check out info on onupdate scripts... gotta change the core until I want to fully impliment the element into the layout because it's only set up to work for player in oUF's status.lua.
 
09-08-09, 08:53 PM   #279
Waverian
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Originally Posted by Aerials View Post
k, i'll check out info on onupdate scripts... gotta change the core until I want to fully impliment the element into the layout because it's only set up to work for player in oUF's status.lua.
You can handle it manually. Create a combat icon (or text) for each raid member with a loop / iteration of some sort, then hide it. In your OnUpdate script iterate through each raid member, if they're in combat call :Show() on their combat icon.

I personally wouldn't suggest implementing it though honestly. It's a lot cleaner to track player only because the client has events that trigger when the player enters and leaves combat. To each their own though.
 
10-06-09, 05:55 AM   #280
Arcage
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Health deflict colour change

relating to haste closing down the thread for being too cluttered, I'll make a new post for this. (will make future searching easier)

Last edited by Arcage : 10-06-09 at 06:37 AM. Reason: wrong thread.
 

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