Quantcast oUF testing mode? - WoWInterface
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09-01-09, 01:44 PM   #1
Raulnor16
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oUF testing mode?

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.
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09-01-09, 03:42 PM   #2
v6o
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Something like this would work for any single spawned unit meaning no headers like raid/party.

You'd have to reload oUF after you're done though as this breaks a lot of things

Code:
for v in pairs(oUF.objects) do
	v.unit = "player"
	v.Hide = function() return end
	v:Show()
end
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09-02-09, 05:41 AM   #3
Dawn
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Thing is he's asking this to set up an oUF layout with oUF_MoveableFrames. And especially the ones with a header, since they are not available out of a group.

PS: I still don't think one would need a config mode, just join a BG and set up your group frames. I just wanted to point out what I think he was referring to.
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09-04-09, 12:13 PM   #4
Unkn
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Yeah just hit an av and set it up, should give you plenty of time to see where everything is and where you want to move it. Just make sure you know how to reload the screen over and over to make the changes active if you're editing and saving the layout
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09-07-09, 08:10 AM   #5
Raulnor16
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Ok, darn lol..I was hoping I wouldn't have to join a BG (I fail at PvP...) but oh well. And yeah, Dawn was right about what I was asking.
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09-07-09, 07:32 PM   #6
Dawn
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You don't need to pvp, you only need to set up your frames!
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09-08-09, 07:36 AM   #7
haste
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The road to enlightenment:
1. Queue for the BGs that meet your unit requirement.
2. Set up frames as you want them.
3. "/afk" without quotes when done.
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09-08-09, 09:17 AM   #8
p3lim
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That is an easy way, yes, but its always nice to have a dummy function.

This is what I've come up with for now:
Code:
local restore = {}

function SpawnUnits()
	wipe(restore)

	for k, v in next, oUF.objects do
		restore[k] = v.unit

		v.unit = 'player'
		v:PLAYER_ENTERING_WORLD('PLAYER_ENTERING_WORLD')
	end
end

function RestoreUnits()
	for k, v in next, oUF.objects do
		v.unit = restore[k]
		v:PLAYER_ENTERING_WORLD('PLAYER_ENTERING_WORLD')
	end
end
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09-08-09, 09:41 AM   #9
haste
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That however won't really work for header units, as they are spawned as needed. You should also save it by frame reference instead of table key, since that one can change.
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09-08-09, 02:39 PM   #10
p3lim
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Originally Posted by haste View Post
That however won't really work for header units, as they are spawned as needed. You should also save it by frame reference instead of table key, since that one can change.
Yeah I've change a bit already, though headers seems to be a harder job.
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12-09-09, 05:23 AM   #11
Nodd
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For headers, I use the attribute "namelist" to put myself many times in the party.

I have this at the end of my code (taille_groupe_virtuel is the number of virtual player I want. Yes, I'm French !) :

Code:
if taille_groupe_virtuel>0 then
	local namelist = UnitName("Player")
	for i = 2,taille_groupe_virtuel do
		namelist = namelist..","..UnitName("player")
	end
	party:SetManyAttributes(
		'showPlayer',true,
		'showSolo',true,
		"namelist",namelist
	)
end
However the partyNtarget are not set to my target (or there's still a bug in my config, it's not finished).
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WoWInterface » Featured Projects » oUF (Otravi Unit Frames) » oUF testing mode?

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