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11-03-08, 01:42 PM   #201
Caellian
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Originally Posted by hipjipp View Post
Thanks! Working nicely now. Now i'm just going to add a border around it to make it look sleeker.. =)

Edit: I can't seem to get my self.Threat.bg to be created by self.Threat, it bums out.
Code:
Attempt to call method "CreateTexture" (a nil value)
Code:
self.Threat = self.Health:CreateTexture(nil,"BACKGROUND")
self.Threat:SetTexture(statusbar)
self.Threat:SetPoint("RIGHT", self, "LEFT", -2, 0)
self.Threat:SetHeight(20)
self.Threat:SetWidth(10)

self.Threat.bg = self.Threat:CreateTexture(nil, "BORDER")
self.Threat.bg:SetAllPoints(self.Threat)
self.Threat.bg:SetTexture(.25, .25, .25)
From my understanding you're trying to create a texture attached to another texture instead of a status bar, a .bg needs a statusbar to attach to, any higher instance correct me if i'm wrong
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11-03-08, 01:48 PM   #202
p3lim
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Originally Posted by Caellian View Post
From my understanding you're trying to create a texture attached to another texture instead of a status bar, a .bg needs a statusbar to attach to, any higher instance correct me if i'm wrong
The frame object name has nothing to do with it.

The issue is, however, you cant make a texture a parent to something.
 
11-04-08, 05:14 AM   #203
zork
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Is there already a way to implement smooth healthbar fading?

Means: If I loose 1000hp the hp will slowly drip to the new instead of showing it instantly. That would require a onUpdate functionality though.
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11-04-08, 06:04 AM   #204
hipjipp
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Originally Posted by zork View Post
Is there already a way to implement smooth healthbar fading?

Means: If I loose 1000hp the hp will slowly drip to the new instead of showing it instantly. That would require a onUpdate functionality though.
Try oUF_Smooth, it does what you want (if i got it correctly ofc).
 
11-04-08, 06:56 AM   #205
zork
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Thanks. Hopefully I can use it for my orbs too. Had problem with using round textures and vertical statusbars, so the the orbs contain a transparent statusbar and a Texture that has a SetTexCoord that is changed on every UpdateHealth.
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11-04-08, 09:45 AM   #206
p3lim
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Originally Posted by zork View Post
Thanks. Hopefully I can use it for my orbs too. Had problem with using round textures and vertical statusbars, so the the orbs contain a transparent statusbar and a Texture that has a SetTexCoord that is changed on every UpdateHealth.
It only hooks the :SetValue() function, so there shouldnt be any issues
 
11-05-08, 07:31 AM   #207
Kellen
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I noticed some odd behavior for targettarget/focustarget/partytarget frames. The health number value only seems to be updated when the frame is first shown/selected. The status bar updates, just not the number.

I'm using tags, so that could be a factor. Although, I've used the same tags in the normal player and target frames and they work and update fine.

Is there some limitation to the tag system here? Should I just wait for the new one on the horizon?

(Edit) The example I'm triggering with:
Code:
oUF.Tags['[percenthp]'] = function(u)
  local l, h = UnitHealth(u), UnitHealthMax(u)
  if UnitIsDeadOrGhost(u) then
    return oUF.Tags['[dead]'](u)
  else
    return string.format('%d%%', math.floor(l/h*100+0.5))
  end
end
oUF.TagEvents['[percenthp]'] = 'UNIT_HEALTH UNIT_MAXHEALTH'

...

self.Health.value = SetFontString(self.Health, 14, '')
self.Health.value:SetPoint('RIGHT', -5, 0)
self.Health.value:SetText('[percenthp]')
local health = self.Health.value
table.insert(self.TaggedStrings, health)

Last edited by Kellen : 11-05-08 at 07:36 AM.
 
11-05-08, 08:55 AM   #208
Blt
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Here is a slightly silly question:

How do you make the raid/party frames grow horizontally instead of vertically?

At first it looked like it would be as easy as switching
Code:
raidgroup:SetManyAttributes('groupFilter', tostring(i), 'showRaid', true, 'yOffSet', -2)
to something like

Code:
raidgroup:SetManyAttributes('groupFilter', tostring(i), 'showRaid', true, 'xOffSet', 2)
However that doesn't seem to actually do anything at all.
 
11-05-08, 09:47 AM   #209
p3lim
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Originally Posted by Kellen View Post
I noticed some odd behavior for targettarget/focustarget/partytarget frames. The health number value only seems to be updated when the frame is first shown/selected. The status bar updates, just not the number.

I'm using tags, so that could be a factor. Although, I've used the same tags in the normal player and target frames and they work and update fine.

Is there some limitation to the tag system here? Should I just wait for the new one on the horizon?

(Edit) The example I'm triggering with:
Code:
oUF.Tags['[percenthp]'] = function(u)
  local l, h = UnitHealth(u), UnitHealthMax(u)
  if UnitIsDeadOrGhost(u) then
    return oUF.Tags['[dead]'](u)
  else
    return string.format('%d%%', math.floor(l/h*100+0.5))
  end
end
oUF.TagEvents['[percenthp]'] = 'UNIT_HEALTH UNIT_MAXHEALTH'

...

self.Health.value = SetFontString(self.Health, 14, '')
self.Health.value:SetPoint('RIGHT', -5, 0)
self.Health.value:SetText('[percenthp]')
local health = self.Health.value
table.insert(self.TaggedStrings, health)
Tags are currently bugged with ToT and some other frames
 
11-05-08, 09:48 AM   #210
p3lim
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Originally Posted by Blt View Post
Here is a slightly silly question:

How do you make the raid/party frames grow horizontally instead of vertically?

At first it looked like it would be as easy as switching
Code:
raidgroup:SetManyAttributes('groupFilter', tostring(i), 'showRaid', true, 'yOffSet', -2)
to something like

Code:
raidgroup:SetManyAttributes('groupFilter', tostring(i), 'showRaid', true, 'xOffSet', 2)
However that doesn't seem to actually do anything at all.
There are some attributes that does that, but I cant remember any of them right now. Take a look over at the SecureHeaders.lua file at http://wowcompares.com/
 
11-05-08, 09:50 AM   #211
Kellen
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You need to set the 'point' (anchor point) attribute:

Code:
raidgroup:SetManyAttributes('groupFilter', tostring(i), 'showRaid', true, 'xOffSet', 5, 'point', 'LEFT')
(Note I changed the offset too)

Last edited by Kellen : 11-05-08 at 09:52 AM.
 
11-05-08, 10:36 AM   #212
haste
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Originally Posted by p3lim View Post
Tags are currently bugged with ToT and some other frames
They are far from bugged. They don't have any code to handle eventless units because the currently stable tag system has too much overhead for polling. It's very much intended.
 
11-05-08, 11:11 AM   #213
Kellen
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Originally Posted by haste View Post
They are far from bugged. They don't have any code to handle eventless units because the currently stable tag system has too much overhead for polling. It's very much intended.
Noted. I see that the tag system has been rewritten, so I'll wait for that to become stable before making substantial changes.
 
11-05-08, 12:29 PM   #214
zork
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Haste is there a documentation somewhere. Once I had a link to a small oUF API documentation but I cannot find it anymore.
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11-05-08, 12:35 PM   #215
haste
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The document your thinking of is also outdated. There are some docs inline in the files now however.
 
11-05-08, 01:04 PM   #216
ObbleYeah
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Originally Posted by haste View Post
The document your thinking of is also outdated. There are some docs inline in the files now however.
Cool, i hadn't known about this before :-)
 
11-06-08, 01:58 PM   #217
ObbleYeah
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Getting a strange texture problem with my portraits, i'm trying to put my overlay on top of the 2D portrait, but the overlay texture won't appear at all. Yes, the texture is the right size to be loaded by Wow, and yes, i've tried multiple attempts to get it working, including reverting back to my original portrait code which definitely did work.
Here's the code i'm using at the mo.

Code:
	if(unit=='player' or unit=='target') then
     self.Portraitbg = CreateFrame("Frame",nil,self)
	  if unit=='player' then
      self.Portraitbg:SetPoint('CENTER', UIParent, 'CENTER', -322, -54)
	  else
	  self.Portraitbg:SetPoint('CENTER', UIParent, 'CENTER', -322, 36)
	  end
      self.Portraitbg:SetWidth(30)
      self.Portraitbg:SetHeight(30)  
      self.Portrait = self.Portraitbg:CreateTexture(nil, "BACKGROUND")
      self.Portrait:SetPoint("TOPLEFT",self.Portraitbg,"TOPLEFT",0,-0)
      self.Portrait:SetPoint("BOTTOMRIGHT",self.Portraitbg,"BOTTOMRIGHT",-0,0)
      self.Portraitglossf = CreateFrame("Frame",nil,self.Portraitbg)
      self.Portraitglossf:SetAllPoints(self.Portraitbg)
      self.Portraitglosst = self.Portraitglossf:CreateTexture(nil, "BACKGROUND")
	  if unit=='player' then
      self.Portraitglosst:SetPoint('CENTER', UIParent, 'CENTER', -340, -58)
	  else
	  self.Portraitglosst:SetPoint('CENTER', UIParent, 'CENTER', -340,  32)
	  end
      self.Portraitglosst:SetTexture[=[Interface\AddOns\oUF_obble\textures\portoverlay.tga]=]
	  self.Portraitglosst:SetHeight(70)
	  self.Portraitglosst:SetWidth(70)
      self.Portraitglosst:SetVertexColor(90/255,208/255,243/255)
And i'l attach the texture, just in case i have got the wrong size and gimps messing about with me




Also, is there some way to set Strata on a FontString?
thanks.
Attached Images
 

Last edited by ObbleYeah : 11-06-08 at 02:04 PM. Reason: attaching texture
 
11-06-08, 02:12 PM   #218
p3lim
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Originally Posted by ObbleYeah View Post
Also, is there some way to set Strata on a FontString?
http://wowprogramming.com/docs/widge...n/SetDrawLayer
 
11-07-08, 03:47 AM   #219
saulhudson
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Health text Colour

Hi guys

How can I colour the health text value by there health status.

So for say 2890 hp or 30% make the text red. Not the bar colour but the text itself.

I currently basically do this atm.

bar.value:SetText("|cff33EE44"..numberize(cur) .."|r.".. d.."%")

Which is Lyns code giving something like this 5000.50%.

Any help greatlt appreciated.
 
11-07-08, 03:48 AM   #220
Errrwin
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Smile Missing HP instead of current HP

Hello boys and girls.

I started using Lyn's UI for oUF and even though it is brilliant (bot Lyn's creation and oUF), I still would like one small change. As a healer I am interested in my target's missing HP instead of his current HP. What is the code for missing HP? I think (hope :P) I can change it in the LUA, but I just have no clue where to look for.

Any pointers would be greatly appreciated.
 

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

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