Pilgrims bounty broken
went to start pilgrims bounty on the current nui release and the action buttons are not appearing for the table quest so you can not eat food or throw it to anyone else.
No error text just not changing, the only one that changes its looks is button = that changes to the arrow graphically but still acts like a spell button its supposed to replace ...:::EDIT:::... the pet/stance/shapeshift bar is coming up for a split second and then dissapearing when you enter a seat! ...:::EDIT:::... |
And you are using the latest nUI version ?
Can you post up a screen shot. |
none of buttons show with nui for pilgrim event. so was wondering if theres a fix to this problem? using latest version
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just took a look by disabling NUI and nothing else and got this: definatly looks like an NUI error, maybe they changed the frame that is used? /fstack says the bar is the OverrideActionBar using /click macro's you can FORCE the actions to work using: /click OverrideActionBarButton1 - will throw the food for your chair /click OverrideActionBarButton2 - will eat on of the other foods thrown to you depending on your chair /click OverrideActionBarButton3 - will eat on of the other foods thrown to you depending on your chair /click OverrideActionBarButton4 - will eat on of the other foods thrown to you depending on your chair /click OverrideActionBarButton5 - will eat on of the other foods thrown to you depending on your chair /click OverrideActionBarButton6 - will eat the food from your chair using this macro will eat each of the foods you have and holding shift and using it will exit the chair. /click OverrideActionBarButton1 /click OverrideActionBarButton2 /click OverrideActionBarButton3 /click OverrideActionBarButton4 /click OverrideActionBarButton5 /click OverrideActionBarButton6 /click [mod:shift] OverrideActionBarLeaveFrameLeaveButton |
hmm very strange. The override buttons work for the fair and the panda quests. will have to check it out and see whats happening there.
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Maybe I can help. Afaik it is the macro condition that gets you in trouble.
Neither [vehicleui] or [overridebar] are firing. But still the OverrideActionBar shows up in the default UI. Can be checked with this macro from Phanx: Lua Code:
How come? It turns out that actually what fired is [possessbar]. Now, to fix the problem and not to destroy normal possessbar behaviour it is possible to create a new condition that checks for the vehicle unit. That is: [possessbar,@vehicle,exists] Here is my DIFF on rABS: http://code.google.com/p/rothui/sour...verridebar.lua http://code.google.com/p/rothui/sour.../core/bar1.lua Not sure nUI is actually using macro conditions. But that is what worked for me. If you are not using macro conditions and are using function check instead you can use sth like this: Lua Code:
The default ActionBarController is using the same check. |
having same problem
only change to action bar is "leave vehicle" button. If I disable nUI, everything works fine.
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Thanks zork, I'll have a look and see if that works but not sure how it will affect other instances.
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well zorks idea kinda works.
It flashes up very briefly with the buttons. So quickly I haven't been able to get a screenshot. Then the buttons disappear leaving the leave button there. For your info nUI uses macro conditonals for visibility. I changed nUI's line in the possesbar.lua file from: RegisterStateDriver( frame, "visibility", "[bonusbar:5] show; hide" ); to RegisterStateDriver(frame,"visibility","[possessbar][possessbar,@vehicle,exists] show; hide") I then tried to change it to RegisterStateDriver(frame,"visibility","[possessbar][overridebar,@vehicle,exists] show; hide") But no visual difference but managed to take a screenshot before it disappeared. Tried some changes but a line as simple as RegisterStateDriver(frame,"visibility","[possessbar,@vehicle,exists] show; hide") Did the exact same thing. |
The issue is that you're trying to show the bar with his rules, but the bar visibility driver is hiding it again. Add a bar state to the bar visibility rule (something like "nui_override" and then set the bar state to nui_override if/when that if condition is true.
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how do you do that ? I've only ever seen this stuff in nUI so don't know any other way of using it.
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I *think* it works this way...
Code:
if not InCombatLockdown() Code:
RegisterStateDriver(nUI_ActionBar, "page", "[vehicleui] 12; [nui_override] 14; [overridebar] 14; [bar:2] 2; [bar:3] 3; [bar:4] 4; [bar:5] 5; [bar:6] 6; [bonusbar:1] 7; [bonusbar:2] 8; [bonusbar:3] 9; [bonusbar:4] 10; [bonusbar:5] 11;1" ); Note that you can't set attributes on secure frames while in combat, so that's why I added that test. |
gotcha. will try it out next test session.
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well, I don't know whether I have understood that rightly but it isn't erroring out which is a good sign. unfortunately it hasn't made a difference.
Still using the nUI_PossessBar.lus file as it is the possessbar that is being affected it seems. at the top I have added the following: RegisterStateDriver( frame, "page", "[nui_vehicle] 12; [nui_override] 14; [bonusbar:5] 11; 1" ); visibility is still the same: RegisterStateDriver( frame, "visibility", "[bonusbar:5] show; hide" ); I then have the following OnEvent code - the blocks headed with my name or with my name alongside is what has been added: Lua Code:
and of course registered the extra events. Now whether I have done this stuff wrong I have no idea what else to do at least at the moment. |
This is how Elvui does actionbar page swapping. The Childupdate is pretty cool. It updates all children to the same state.
Lua Code:
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Thanks Zork,
I'll probably get another stab at this while I wait for my US buddies to log in after their thanksgiving get togethers. |
still a no go ..
Im off most of next week though so will have a bit more time to play about with it somewhat. |
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Finally a year later ... I have it sussed ...
In the nUI_Bars.lua file around line 380 there is a block of code like the following: Lua Code:
Notice the '[vehicleui][possessbar] %d;' section which relates to the first GetVehicleBarIndex() in the format list. This will allow the pilgrims table to function properly in nUI. Simply add those elements into the current latest version of nUI. It still doesn't resolve the vashjir quests as that was one of the elements I was trying to use to get them to work and it didn't work for that so something else is causing that to not work properly. |
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Other than that, I don't really understand your instructions. Add those elements "where" into the current version of nUI? I'm also not sure of actually how much of the quoted LUA text should be copied. Much as I hate to say it, for those of us with only minimal programming skills, a couple of ready-to-go downloadable replacement files would really be appreciated. |
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Sorry its the ButtonBar.lua file.
I've attached the file with the change in. But all I meant to explain was that just adding '"[vehicleui][possessbar] %d;' at the start of that block of text allowed it to work for me. |
Thanks... Appreciate the file...
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I just re-read Scott's post regarding public access to nUI and it includes changes to the addon. I will forward the change to Scott for him to implement into nUI proper but I won't be able to do what I normally do anymore.
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Xrystal -- you have my permission to do what you do for as long as you continue to care to do it. I would ask only that you don't do full distributions, just individual files as you see fit. If you want to make fixes and post the individual files, that's okay with me. You have been one of the most ardent supporters of nUI for as long as I can remember and have done as much for it, if not more, than I.
I would never ever begrudge you continuing to do what you love. You have no idea how much I have always appreciated you. Scott. |
Thanks Scott,
It can be annoying when you get so used to nUI that having to not use it to get something to work is not ideal. I'll definitely keep things to a minimum Scott. It's still your baby, I'm just keeping it from doing stuff wrong if I can help it. |
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