Results: 20Comments by: drdead |
File: oUF_Freeb01-21-11 |
![]() Posted By: drdead
Well, how do my altpowerbar looks like at nef fight:
http://img14.imageshack.us/img14/9130/freebapb.jpg
No APB at the units that don't suppose to have 'em as you may see. Only target (boss) and bossframe.
okay, from what i see at your pic... non-hidden DK runes and such... are you sure that you use the latest oUF and oUF_freeb...
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File: oUF_Freeb01-20-11 |
![]() Posted By: drdead
If you dont restrict it to the player unit, it will be shown for bosses and party members frames too.
Yep, but your bossframes would just overlap this bar, 'cuz they are going one after another, gonna try unit:find('boss%d') and re-assign SetPoint for this one, but not sure this will work. Need to get to Nef 1st.
EDIT:
Okay, m...
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File: oUF_Freeb01-19-11 |
![]() Posted By: drdead
castbar is defined in the block of code below this line
https://github.com/freebaser/oUF_Freeb/blob/master/freeb.lua#L282
The exact lines that set the position of castbar is cb:SetPoint(
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File: oUF_Freeb01-16-11 |
![]() Posted By: drdead
with a white bar constantly? Oo
actually the oUF's toggler enables this bar only in the fights with the boss and hides it in any other situation, at least i dont see anything until the fight starts...
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File: oUF_Freeb01-15-11 |
![]() Posted By: drdead
i hope you dont expect target's or boss' frame to use this atm, 'cuz it's for player only atm.
https://github.com/freebaser/oUF_Freeb/blob/master/freeb.lua#L537
insert the 1st code snippet between highlighted "end" and "end,"
ftags.lua - add code chunk in the end of the file (may be anywhere actually)
PS dont forget to ge...
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File: oUF_Freeb01-15-11 |
![]() Posted By: drdead
Well, atm i got alternate power bar working for the player's frame, haven't thought about adding to the target 'cuz Ony is the only boss which got altpowerbar at the target (or is it only bossframe? i never tried to track it - we kill ony b4 her big discharge). Using the last build of oUF with AltPowerBar element implemented in frame...
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File: oUF_Freeb12-28-10 |
![]() Posted By: drdead
Just to ask, isn't line 683 in freeb.lua
self:SetAttribute("*type2", "menu")
kinda useless due to oUF handles this attribute itself for some builds already?
Also, how about adding quest icon to the target frame? Like this:
local QuestIcon = hp:CreateTexture(nil, 'OVERLAY')
QuestIcon:SetSize(24, 24)
QuestIcon:SetPoint('BOT...
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File: oUF_Freeb10-05-10 |
![]() Posted By: drdead
The same actually is with beta servers. Neither raid not party frames show up.
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File: oUF_Freeb09-29-10 |
![]() Posted By: drdead
:eek:
Your new indent style is very weird and multicheck is... well it has the logic, but atm it's used only to check player's class only. Wtb moar using of this func
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File: pMinimap (Cataclysm)09-21-10 |
![]() Posted By: drdead
Stop requesting those features from just simple minimap addon. There're a lot of other addons already that do such things.
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File: cargBags06-08-10 |
![]() Posted By: drdead
YES! :banana: It's released! Freaking awesome, tnx for your work, dude. I've tried gBags already and i must say that your framework has much better performance than cargBags1. Tnx a lot!
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File: oUF_Freeb05-27-10 |
![]() Posted By: drdead
When are we going to get your new layout based on oUF 1.4 officialy?
I'm using your version from gitHub but what about updating it here?
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File: oUF_Freeb03-26-10 |
![]() Posted By: drdead
Dont forget, if u want to get rid of 3.3.3 texture tiling bug u must add
bar:GetStatusBarTexture():SetHorizTile(false)
AFTER
bar:SetStatusBarTexture(texture)
where "bar" is your statusbar's name
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File: oUF_Freeb03-13-10 |
![]() Posted By: drdead
Hello, Freeb. I'm editing your layout for myself and i've encountered something beyond my basic lua knowledge)
I've enlarged power bar and put power value text there. What i want to do - make bar color depend on power type. I put code below. The problem i have - only player's bar is colored properly, target's, pet's and focus bars a...
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File: bar4threat02-16-10 |
![]() Posted By: drdead
Originally posted by lodewijk
fair enough, it IS your addon. but would you please consider adding ingame moveability, it would make things so much easier for me (us?). added advantage would be my config wouldnt be overwritten each update.
Edit lua file to change its position. Simple.
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File: _NPCScan.Overlay09-13-09 |
![]() Posted By: drdead
Nice addon, way much better than rare overlay
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File: Addon Profiler08-10-09 |
![]() Posted By: drdead
got the following error
Interface\AddOns\AddonProfiler\AddonProfiler.lua:35: attempt to index field '?' (a nil value)
: ?
Interface\AddOns\AddonProfiler\AddonProfiler.lua:35: in function
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File: cargoShip (Display)07-31-09 |
![]() Posted By: drdead
Originally posted by Cargor
You could take a look at DummyBar. There you can move all Blizz-frames a bit down by using "/dummybar top 24" (or another value for the height).
Tnx a lot.
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File: cargoShip (Display)07-30-09 |
![]() Posted By: drdead
Hello Cargor. Tnx for great addon. I created frame int layout.lua to attach LDB launchers to it but that frame doesnt move other frames, and i need all frames that cross with it go down (i have minimap at the upper right corner w\o addons that overrides "panel" i created, so i cant move it). What i need to add?
local fr = CreateFr...
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File: EavesDrop07-23-09 |
![]() Posted By: drdead
how about finally do full-vehicle support?
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