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05-29-09, 02:56 AM   #1041
jadakren
A Flamescale Wyrmkin
 
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Originally Posted by p3lim View Post
By API player's buffs or debuffs on any target is first, thats default.

What I did to my layou was to greyscale every debuff on my target except mine, that way I could track them easier, seemed to work well

I never liked the whole "make player debuffs 10x larger" concept.
Nice idea, but can you then think of a way to indicate whether the aura icon you are looking at is owned by its associated unitframe?

i was thinking modify the mouseover tooltip, would be handy to tell which paladin has applied which blessing.
 
05-29-09, 11:54 AM   #1042
Irgnoam
A Deviate Faerie Dragon
Join Date: May 2009
Posts: 10
I just finished my own layout and would like some opinions:


I mean, it's basically a modified oUF_Lily with another texture and smaller buffs, but hey, what isn't?
Still a nab when it comes to lua though.
 
05-29-09, 01:19 PM   #1043
jadakren
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So as I was working some more on the config ui for my raid frames, I found that by allowing a group to be anchored on any edge of another required a different approach to the way I resized the background frame.

Remembering that the background frames main purpose is for those who have click to move enabled and sometimes miss the frame they are trying to click on.

So consider for a moment that you are in Alterac Valley and that for some reason you have chosen to have the groups setup like thus :

Code:
[g4: u1,u2,u3,u4,u5][g8: u1,u2,u3,u4,u5]
[g3: u1,u2,u3,u4,u5][g7: u1,u2,u3,u4,u5]
[g2: u1,u2,u3,u4,u5][g6: u1,u2,u3,u4,u5]
[g1: u1,u2,u3,u4,u5][g5: u1,u2,u3,u4,u5]
The code in oUF_Grid expects that each group is anchored to the previous groups adjacent edge.

However the above layout example will cause the background frame to incorrectly resize itself.

I found that via some experimentation a far more simple method of determining the boundaries at which to resize the background frame works regardless of the way the frames are setup :

Code:
-- raidFrame is our background frame
local raidFrame = oUF_Smee2_Groups.units.raid
-- pseudo reference to show that I grab this number from a savedvariable table
local padding = db.raid.margin

local left,bottom,width,height
local extremeLeft,extremeRight,extremeBottom,extremeTop

for unit,frame in pairs(oUF.units)do
   --step through our units but only do anything if its a raid unit.   
   if( unit:gmatch("raid")() == "raid" )then
      
      left,bottom,height,width = frame.Health:GetRect()
      
      if(extremeLeft==nil or left < extremeLeft )then
         extremeLeft = left
      end
      if(extremeBottom==nil or bottom < extremeBottom )then
         extremeBottom = bottom
      end
      if(extremeTop==nil or bottom+height > extremeTop )then
         extremeTop = bottom+height
      end
      if(extremeRight==nil or left+width > extremeRight)then
         extremeRight = left+width
      end
      
   end
   
end

--with our findings, resize our raidframe background based on the locations found.
raidFrame:SetWidth( extremeRight - raidFrame:GetLeft() + db.raid.margin)
raidFrame:SetHeight( extremeTop - raidFrame:GetBottom() + db.raid.margin)
One last thing to remember is that the raidFrame object is also the object I use to allow the user to unlock and drag around in order to place the raidframes where they wish.

At least one group is anchored to the backgroundframe to preclude me from the requirement of manually placing the position of each group when being dragged around.
 
06-01-09, 01:56 PM   #1044
duhwhat
A Wyrmkin Dreamwalker
Join Date: Aug 2008
Posts: 51
How could I get the party frame to auto-hide when converting to a raid?
 
06-01-09, 03:34 PM   #1045
neolith
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Originally Posted by duhwhat View Post
How could I get the party frame to auto-hide when converting to a raid?
Put this into your unitframes:
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 ((GetNumRaidMembers() > 0)) then
		party:Hide()
	else
		party:Show()
	end
end)
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06-01-09, 03:45 PM   #1046
p3lim
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Originally Posted by neolith View Post
Put this into your unitframes:
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 ((GetNumRaidMembers() > 0)) then
		party:Hide()
	else
		party:Show()
	end
end)
Or.. if you don't want it to taunt, use this:
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')
		if ((GetNumRaidMembers() > 0)) then
			party:Hide()
		else
			party:Show()
		end
	end
end)
 
06-03-09, 10:15 AM   #1047
Retraluna
A Murloc Raider
 
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HI !

I want to make a non pixel font but the outline is much too big and it looks horrible. In all other layouts the fonts looks good but not in mine =(.

Code:
local font, fontsize, fontoutline = 'Interface\\AddOns\\oUF_Faith\\media\\Hooge0655.ttf', 16, "OUTLINE"
Code:
	self.Health.Text = self.Health:CreateFontString(nil, 'OVERLAY', 'GameFontHighlightSmallRight')
	self.Health.Text:SetFont(font, fontsize, fontoutline)
	self.Health.Text:SetPoint('RIGHT', self, -2,0)



my layout (modified version of faith) (klick 4 screen)
 
06-03-09, 10:28 AM   #1048
Wimpface
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Change 'OUTLINE' to 'THINOUTLINE'.

Your post is a bit vague, the font you have chosen is hooge0655, a pixelfont. Yet you say you don't want a pixel font?
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06-03-09, 11:03 AM   #1049
Retraluna
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Originally Posted by Wimpface View Post
Change 'OUTLINE' to 'THINOUTLINE'.

Your post is a bit vague, the font you have chosen is hooge0655, a pixelfont. Yet you say you don't want a pixel font?
I just renamed the none pixelfont ;D
 
06-04-09, 10:44 AM   #1050
teddyhart
A Kobold Labourer
Join Date: Jun 2009
Posts: 1
Hello. I have a question about the sorting of the raid frames. I've looked through both this thread and the thread of the layout I'm using (oUF Lyn) and I've come up empty both times. It's possible I missed it, but I don't think so.

The problem I'm having is that I can't figure out how to change how the raid frames sort. Currently it's sorting by groups, but I'm much more used to frames being sorted either alphabetically or by class makeup. Is it possible to implement these two into this layout? The code I'm assuming I need to change is this..

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", -10)
	RaidGroup:SetAttribute("point", "TOP")
	RaidGroup:SetAttribute("showRaid", true)
	table.insert(Raid, RaidGroup)
	if i == 1 then
		RaidGroup:SetPoint("TOPLEFT", UIParent, 5, -35) 
	else
		RaidGroup:SetPoint("TOPLEFT", Raid[i-1], "BOTTOMLEFT", 0, -10)	
	end
	RaidGroup:Show()
end
But I can't figure out which line it is that is going to need to be changed, or what it's going to be changed to.

Any help would be so appreciated. And I'm sorry if this is a really obvious question, I'm not much of a coder (as you can probably tell).
 
06-04-09, 12:33 PM   #1051
Claret
A Kobold Labourer
Join Date: Jun 2009
Posts: 1
so i'm horrible with codes and such, which is why i usually just get the UI packages already set up. I have a package that uses oUF but for the life of me going into codes would be a huge mistake all by myself. My druid has the layout that works, but whenever I make an alt or use it on another character it goes all wonky. I've tried just copy/paste my druids WTF folder and then renaming it with the character I want it to be used on, but the oUF doesn't seem to want to co-operate. So, I'm here to try and fix it and maybe learn a little more about how to customize it a little by myself.



this is a lowby i started and those 2 bars won't seperate, nor do i even know what they are called in a code. They both do a cast bar when I cast, but one has a picture in it and one doesn't.



This is my druid, I can live with this bar setup. It's small, it works, there's no one winking in it...

So my question is, how can I change the code for the rest of my toons, where is it that I actually do change things, and terribly sorry that i'm such a dummy when it comes to this sort of stuff. Thanks in advance for helping, if you need codes linked or something let me know.

Claret
 
06-04-09, 03:03 PM   #1052
Waverian
A Chromatic Dragonspawn
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Posts: 188
It looks like you have two different unit frame mods enabled on your alt character. It's showing your oUF layout then whatever else you've got on top of it.
 
06-04-09, 05:53 PM   #1053
duhwhat
A Wyrmkin Dreamwalker
Join Date: Aug 2008
Posts: 51
Thanks pelim, that worked well. How could I hide all groups except 1-5?

Also, while oUF_Banzai works, I always get this error message:

19:32:53] 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>


Any ideas?
 
06-05-09, 12:32 PM   #1054
Retraluna
A Murloc Raider
 
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How can i color a background ? - I want to make the background classcolord
 
06-06-09, 11:31 PM   #1055
BobJustBob
A Murloc Raider
Join Date: May 2006
Posts: 4
Figured it out. Ignore this.

Last edited by BobJustBob : 06-07-09 at 01:00 AM.
 
06-07-09, 03:52 PM   #1056
xaxas
A Murloc Raider
Join Date: Jun 2007
Posts: 7
how do i remove oUF_Perfect from http://www.wowinterface.com/download...Interface.html [Xsai's interface]

i dont see oUF_Perfect in my addon folder
 
06-08-09, 11:11 AM   #1057
Irgnoam
A Deviate Faerie Dragon
Join Date: May 2009
Posts: 10
Originally Posted by xaxas View Post
how do i remove oUF_Perfect from http://www.wowinterface.com/download...Interface.html [Xsai's interface]

i dont see oUF_Perfect in my addon folder
It says "Modified oUF_Perfect...", so it might be oUF_Xsai. Try disabling oUF_Xsai and see what happens.
 
06-09-09, 10:35 PM   #1058
boingy
A Kobold Labourer
Join Date: Sep 2007
Posts: 1
hello, can help me with ouf_caellian =)?
i wanna edit focus frame to more functions(cast time, spell icon, m.b portrait) but cant find about focus in ouf_cMain.lua except position. its pic what i wanna
[/quote]
 
06-11-09, 06:03 PM   #1059
Redeemer32
A Defias Bandit
Join Date: Apr 2009
Posts: 2
Using oUF Neav and have no concept of lua codeing.

Want to add the resting icon and combat icon to my player frame. no idea

Thanks

Last edited by Redeemer32 : 06-13-09 at 04:12 PM.
 
06-15-09, 01:36 PM   #1060
arnath_vp
A Murloc Raider
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Posts: 9
Do oUF_PowerSpark and oUF_HealComm still work at all?
 

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

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