Download
(1MB)
Download
Updated: 08-30-24 08:56 PM
Pictures
File Info
Compatibility:
The War Within (11.0.2)
Updated:08-30-24 08:56 PM
Created:unknown
Downloads:430,624
Favorites:1,153
MD5:
Categories:Unit Mods, The Burning Crusade Classic, Classic - General, WOTLK Classic, Buff, Debuff, Spell, Casting Bars, Cooldowns, Combat Mods
11.0.2

IceHUD  Popular! (More than 5000 hits)

Version: v1.15.8
by: Parnic [More]

Feel free to Click here to lend your support! if you enjoy using IceHUD and feel generous.


Summary
IceHUD is a highly configurable and customizable HUD addon in the spirit of DHUD, MetaHUD, and others designed to keep your focus in the center of the screen where your character is.

What it is
Player and target health and mana bars, casting and mirror bars, pet health and mana bars, druid mana bar in forms, extensive target info, ToT display, and much more

Short feature list

  • Lots of different bar shapes and patterns to make the HUD look like you want
  • Class-specific modules such as combo point counters, Slice'n'dice timers, druid mana trackers, Eclipse bar, Holy Power monitoring, Warlock shard tracking, and more
  • Target-of-target bars, Crowd Control timers, Range Finders, Threat meters, and plenty of other helpful modules
  • Lots of DogTag-supported strings for extreme customizability (with the option to completely disable DogTag support for those that dislike the CPU toll that it takes)
  • Cast lag indicator (optional)
  • Alpha settings for in combat, target selected, etc.
  • Fully customizable bars and counters capable of tracking buff/debuff applications on any unit, spell/ability cooldowns, and the health/mana of any unit you specify. The custom health/mana bars will even work with crazy unit specifications like "focustargettargetfocustarget" if you want!
  • Highly configurable (can totally re-arrange all bars, change text display, etc.)

Slash commands
/icehud - opens the configuration UI to tweak any setting
/icehudCL - command-line access to tweak IceHUD settings (for use with macros, etc.)

Frequently Asked Questions

1. How do I hide the default Blizzard player, target unit frames and party unit frames?
Type /icehud, expand the "Module Settings" section, click "Player Health" or "Target Health," and check "Hide Blizzard Frame" and/or "Hide Blizzard Party Frame". (NOTE: before version 1.3.7, the player/target unitframes were hidden by default. Follow the same steps to enable them if desired)

2. How do I turn off click-targeting and menus on the player bar?
Type /icehud, expand the "Module Settings" section, click "Player Health," un-check "Allow click-targeting." Note that as of v1.3, there is now an option to allow click-targeting out of combat, but turn it off while in combat.

3. How do I hide the HUD or change its transparency based on combat, targeting, etc.?
Type /icehud, check the "Transparency Settings" section. Nearly any combination of states should be available for tweaking.

4. Even if the rest of the HUD is transparent, the health percentages seem to show up. Why?
Type /icehud, expand the "Module Settings" section, expand "Player Health," click "Text Settings," look for options about keeping the lower/upper text blocks alpha locked. If the text is alpha locked, it will not drop below 100%, otherwise it respects its bar's transparency setting. Player Health/Mana, Target Health/Mana, and pet bars should all have these options.

5. Is there any way to see combo points for Rogues and Druids or sunder applications for Warriors?
Yes, check the "Combo Points" and "Sunders" modules in the /icehud configuration panel. (Note that these modules may not show up if you're not of the appropriate class to see them. They should be present for their respective classes, however.)

6. What's this thing at the top of the player's cast bar and threat bar? It's darker than the rest of the bar. (and may be colored red)
That's the Cast Lag Indicator (or the aggro-pull warning for the Threat bar) that shows you when you can start casting a new spell and still be able to finish the current one (based on your lag to the server). You can disable this in the Player Cast Bar settings under the /icehud configuration screen.

7. Is there a bar that shows breath underwater and if so, how can I adjust it?
Yes, this is called the MirrorBarHandler in the module settings portion of the /icehud configuration. It's called that because it mirrors casting bar behavior, displays more than just breathing (fatigue is one example), and that's what Blizzard calls it. It can be moved/adjusted/resized/etc. as with any other module.

8. There's a long green bar that sometimes shows up below everything else. What is it?
That would be the TargetOfTarget module. That module is available for people who don't want the full ToT health/mana bars, but do want some sort of ToT representation on the screen. It's configurable through the /icehud module settings.

9. IceHUD needs a bar or counter for buff/debuff X!
Good news: as of v1.5, you can create as many bars and counters for any buffs or debuffs you want! Type /icehud, select one of the custom module types in the drop-down at the top of the settings page, and press the Create button. This will create a custom module and automatically select it in the list. It is highly recommend that you rename the bar as soon as possible to avoid any confusion later.

10. How do I turn off the resting/combat/PvP/etc. icons on the player or target?
Type /icehud, expand Module Settings, expand PlayerHealth (or TargetHealth for targets), click Icon Settings. You can control every aspect of the icons there including location, visibility, draw order, etc.

11. How do I turn off buffs/debuffs on the player's or target's bar?
Type /icehud, expand Module Settings, expand PlayerInfo (or TargetInfo for targets), select Buff Settings or Debuff Settings, and un-check "show buffs" (or "show debuffs").

12. How do I turn off these big huge bars that pulse whenever one of my abilities procs?
This isn't IceHUD - it's Blizzard's new Spell Alerts they added in 4.0.1. Interface options => Combat => "Show Spell Alerts" to turn them off or search for a mod to tweak their positioning/size/etc.

13. I don't like where some of the bars are placed. How do I put the health/mana on the left/right?
Type /icehud, expand Module Settings, expand whatever module you want to move (e.g. PlayerHealth, PlayerMana), and adjust the "Side" and "Offset" settings. "Side" controls whether it's on the left or the right and "Offset" controls how far from center it is.

14. Which module displays Monk Chi power?
Prior to v1.11.2, this module was called HarmonyPower. Harmony was the original name for Chi back when 5.0 was in beta, so I used Blizzard's name for it while I was developing for Cataclysm. IceHUD v1.11.2 changed this module to be called Chi.

15. How do I add commas/periods into big numbers like health?
If you have DogTags enabled, you can open the Text Settings for the module in question and add SeparateDigits() around the tag you're trying to split up. To display Health/MaxHealth with commas, use: [(SeparateDigits(HP):HPColor "/" SeparateDigits(MaxHP):HPColor):Bracket]. To use periods instead of commas, use: [(SeparateDigits(HP, "."):HPColor "/" SeparateDigits(MaxHP, "."):HPColor):Bracket]. Use the /dog help menu to build your own similar tags for Mana, etc.

16. The countdown timers on buffs and debuffs completely obscure the icon. How do I disable the timer text?
IceHUD is not responsible for this countdown text and cannot control it. The 6.0 patch added an option in the game client to display counts on top of cooldowns. Look at the Action Bars menu under the game's Interface options. You can turn the text on or off there. Mods like OmniCC or CooldownCount will generally give you the same feature but allow you to control when, where, and how the text shows up.

17. When I rotate some modules 90 degrees, such as the castbar, the bar appears to wiggle up and down as it fills or empties. How do I fix this?
This is a side effect of the animation API that I'm co-opting to force a rotation without having to provide duplicates of every bar texture in the mod. Any bar moving sufficiently quickly and updating rapidly will cause this. IceHUD is intended to be a vertically-oriented mod, so the rotation feature is there for people who are willing to accept the side effects that come with it. My suggestion is to use one of the many horizontally-oriented bar mods out there if you're wanting horizontal bars. Quartz is a good castbar replacement that you can use and disable IceHUD's built-in castbar, for example.

18. How do I get rid of the bars that showed up beneath the player in the 7.0 patch?
Blizzard added a "Personal Resource Display" feature in the 7.0 game client. You can disable it in the Game options -> Interface -> Names -> Personal Resource Display.

19. Why is there no target castbar for Classic?
The Classic game client doesn't offer a reliable way to show castbars for anyone except the player. IceHUD doesn't support the type of inaccurate guessing at combat log details that would be required to get a semi-useful target castbar.

# Changelog

v1.15.8:

- Fix reported error with custom cooldown bars set to "when ready" mode due to deprecation in 11.x (wowace issue #368)

v1.15.7:

- Fix cooldown display for overridden spells (such as Evoker spells where Font of Magic replaces the base spell with an override with the same name).

v1.15.6:

- Package new version of LibDogTag-Unit to fix an error with some units on 11.0.2

v1.15.5:

- Fix error when using an invalid spell with a custom bar on 11.x

v1.15.4:

- Update TOC for TWW

v1.15.3:

- Fix custom cooldown bars not working in 11.x (wowace issue #363)

v1.15.2:

- Re-enable right-click context menus on 11.x.
- Update TOC for Classic-era

v1.15.1:

- Fix error opening options.

v1.15.0:

- Support The War Within/11.0
- Add support for exporting and importing profiles through text.
Optional Files (0)


Archived Files (93)
File Name
Version
Size
Author
Date
v1.15.7
1MB
Parnic
08-26-24 04:20 PM
v1.15.6
1MB
Parnic
08-25-24 09:48 PM
v1.15.5
1MB
Parnic
08-14-24 12:41 PM
v1.15.4
1MB
Parnic
08-14-24 09:21 AM
v1.15.3
1MB
Parnic
07-27-24 02:44 PM
v1.15.2
1MB
Parnic
07-25-24 09:43 PM
v1.15.1
1MB
Parnic
07-24-24 03:09 PM
v1.15.1-alpha1
1MB
Parnic
07-24-24 03:05 PM
v1.15.0
1MB
Parnic
07-24-24 09:17 AM
v1.15.0-alpha2
1MB
Parnic
07-21-24 01:03 PM
v1.15.0-alpha1
1MB
Parnic
07-20-24 07:58 AM
v1.14.42
1MB
Parnic
05-12-24 10:13 AM
v1.14.41
1MB
Parnic
05-11-24 03:26 PM
v1.14.40
1MB
Parnic
05-08-24 11:05 PM
v1.14.39
1MB
Parnic
04-30-24 10:27 PM
v1.14.38
1MB
Parnic
04-15-24 04:06 PM
v1.14.37
1MB
Parnic
04-04-24 07:15 AM
v1.14.36
1MB
Parnic
02-10-24 02:51 PM
v1.14.35
1MB
Parnic
02-10-24 10:14 AM
v1.14.35-alpha1
1MB
Parnic
02-07-24 05:44 PM
v1.14.35-alpha1
1MB
Parnic
01-21-24 12:38 PM
v1.14.34
1MB
Parnic
01-19-24 09:04 AM
v1.14.33
1MB
Parnic
01-16-24 05:28 PM
v1.14.32
1MB
Parnic
01-07-24 02:52 PM
v1.14.31
1MB
Parnic
12-26-23 03:49 PM
v1.14.30
1MB
Parnic
12-10-23 07:00 PM
v1.14.29
1MB
Parnic
11-08-23 09:34 AM
v1.14.28
1MB
Parnic
11-07-23 04:37 PM
v1.14.27
1MB
Parnic
09-08-23 09:31 AM
v1.14.26
1MB
Parnic
08-23-23 01:39 PM
v1.14.25
1MB
Parnic
08-03-23 04:01 PM
v1.14.24
1MB
Parnic
07-17-23 02:15 AM
v1.14.23
1MB
Parnic
07-11-23 03:53 PM
v1.14.22
1MB
Parnic
07-05-23 12:35 PM
v1.14.22-alpha2
1MB
Parnic
07-04-23 09:20 AM
v1.14.22-alpha1
1MB
Parnic
06-05-23 09:34 PM
v1.14.21
1MB
Parnic
05-18-23 09:29 AM
v1.14.20
1MB
Parnic
05-11-23 09:26 AM
v1.14.19
1MB
Parnic
05-03-23 05:25 PM
v1.14.18
1MB
Parnic
04-05-23 07:18 AM
v1.14.18
1MB
Parnic
04-01-23 08:00 PM
v1.14.17
1MB
Parnic
04-01-23 02:34 PM
v1.14.16
1MB
Parnic
02-14-23 10:53 AM
v1.14.16-alpha1
1MB
Parnic
02-06-23 12:20 AM
v1.14.15
1MB
Parnic
01-25-23 01:42 PM
v1.14.14
1MB
Parnic
01-22-23 03:58 PM
v1.14.13
1MB
Parnic
01-21-23 08:43 PM
v1.14.12
1MB
Parnic
01-19-23 01:40 PM
v1.14.12-alpha1
1MB
Parnic
01-15-23 01:05 PM
v1.14.11
1MB
Parnic
01-13-23 09:36 AM
v1.14.10
1MB
Parnic
12-19-22 12:53 PM
v1.14.9
1MB
Parnic
12-13-22 08:49 PM
v1.14.8
1MB
Parnic
11-25-22 10:40 PM
v1.14.7
1MB
Parnic
11-23-22 10:39 PM
v1.14.0
1MB
Parnic
11-23-22 06:52 PM
v1.14.6
1MB
Parnic
11-20-22 11:08 AM
v1.14.5
1MB
Parnic
11-16-22 09:59 PM
v1.14.4
1MB
Parnic
11-15-22 10:17 AM
v1.14.3
1MB
Parnic
11-12-22 08:06 PM
v1.14.2
1MB
Parnic
10-31-22 10:38 PM
v1.14.1
1MB
Parnic
10-30-22 10:22 PM
v1.14.0
1MB
Parnic
10-30-22 08:26 AM
v1.14.0-alpha4
1MB
Parnic
10-29-22 04:26 PM
v1.14.0-alpha4
1MB
Parnic
10-28-22 09:50 PM
v1.14.0-alpha3
1MB
Parnic
10-28-22 07:50 AM
v1.14.0-alpha2
1MB
Parnic
10-27-22 12:36 PM
v1.14.0-alpha1
1MB
Parnic
10-27-22 07:04 AM
1.13.17.3
1MB
Parnic
10-04-22 09:44 PM
1.13.17.2
1MB
Parnic
09-20-22 01:29 PM
1.13.17.1
1MB
Parnic
09-19-22 09:23 AM
1.13.17
1MB
Parnic
09-18-22 10:39 PM
1.13.16
1MB
Parnic
09-02-22 01:37 PM
1.13.15
1MB
Parnic
08-31-22 06:15 PM
1.13.15-alpha2
1MB
Parnic
08-30-22 09:27 PM
1.13.15-alpha1
1MB
Parnic
08-30-22 09:07 PM
1.13.14.3
1MB
Parnic
06-06-22 08:04 AM
1.13.14.2
1MB
Parnic
06-05-22 10:31 PM
1.13.14.1
1MB
Parnic
06-01-22 03:28 PM
1.13.14
1MB
Parnic
06-01-22 07:33 AM
1.13.14-alpha1
1MB
Parnic
05-02-22 11:24 AM
1.13.13
1MB
Parnic
03-28-22 09:32 AM
1.13.13-alpha1
1MB
Parnic
03-24-22 11:25 AM
1.13.12
1MB
Parnic
03-22-22 10:18 PM
1.13.12-alpha1
1MB
Parnic
03-22-22 03:03 PM
1.13.11
1MB
Parnic
01-28-22 11:23 AM
1.13.10
1MB
Parnic
11-11-21 01:02 PM
1.13.9
1MB
Parnic
10-14-21 06:57 PM
1.13.9-alpha1
1MB
Parnic
10-12-21 08:24 PM
1.13.8.1
1MB
Parnic
09-10-21 01:10 PM
1.13.8
1MB
Parnic
09-05-21 08:37 AM
1.13.7
1MB
Parnic
07-19-21 11:54 AM
1.13.6
1MB
Parnic
06-29-21 07:15 AM
1.13.5
1MB
Parnic
06-26-21 01:23 PM


Post A Reply Comment Options
Unread 02-24-09, 05:13 AM  
AnrDaemon
A Chromatic Dragonspawn
AddOn Author - Click to view AddOns

Forum posts: 156
File comments: 2231
Uploads: 5
Well, I'm going to get one mod assembled together as my learning startpoint in Lua and wow coding. After that, i'll try and see what could be done in regard to my complaints about IceHUD.
It's not easy without proper tools, and Lua is, forgive my rudeness, just stupid language, lack any structure, so you can't get proper coloring scheme without actual Lua interpretation. And any code you wrote could be easily deranged by only one wrong byte in just any place. Even PHP looks as citadel of security and safety comparing to Lua.
Report comment to moderator  
Reply With Quote
Unread 02-23-09, 10:28 PM  
Parnic
A Murloc Raider
 
Parnic's Avatar
AddOn Author - Click to view AddOns

Forum posts: 6
File comments: 618
Uploads: 2
Originally posted by AnrDaemon
:'( It seems you do not want to understand me... it is not a problem with bars itself, nor with the amount of controls for positioning them... it is problem with the way you choosing base point to calculate it's positions...

I think easy example to illustrate it would be DK runes.
There's only one gap value for each shift to position them.
-10 Gap 4
-20 Gap 8
...
etc. No way to set gap 6 and have runes centered.
Problem is baseline. It's not center of runeset, it's left edge...
1. I'm trying very hard to interpret your meaning, but it's difficult understanding you since English is not your native tongue.
2. Your screenshot looked very clean and centered to me. I didn't see anything in it that merited changing core functionality of the mod.
3. I've never received any complaints of any bars being off-center in the history of the mod. Either no one else has ever noticed it or it doesn't bother anyone else.
4. I don't play WoW very much any more. Literally the only thing keeping my subscription active is keeping this mod up to date.

If you would like to provide some code to show what changes you think should be made, I'm more than happy to accept them and incorporate them. Until then, I just don't see what you're seeing. You are complaining about the runes in particular, but every screenshot is showing bars, so I really can't follow what you think needs to change. If you think the gap settings on the runes module throws the entire UI off alignment, then keep the gap at 0.
Last edited by Parnic : 02-23-09 at 10:29 PM.
Report comment to moderator  
Reply With Quote
Unread 02-23-09, 10:03 PM  
AnrDaemon
A Chromatic Dragonspawn
AddOn Author - Click to view AddOns

Forum posts: 156
File comments: 2231
Uploads: 5
Originally posted by Parnic
My suggestion is to not use the ArcHUD texture. The other textures don't have any alignment problems and fit perfectly when you change each bar's offset.

Changing gap settings is global to all modules; changing offsets is per-bar and allows you to put everything in whatever order you please.
:'( It seems you do not want to understand me... it is not a problem with bars itself, nor with the amount of controls for positioning them... it is problem with the way you choosing base point to calculate it's positions...

I think easy example to illustrate it would be DK runes.
There's only one gap value for each shift to position them.
-10 Gap 4
-20 Gap 8
...
etc. No way to set gap 6 and have runes centered.
Problem is baseline. It's not center of runeset, it's left edge...
Report comment to moderator  
Reply With Quote
Unread 02-23-09, 07:09 PM  
Parnic
A Murloc Raider
 
Parnic's Avatar
AddOn Author - Click to view AddOns

Forum posts: 6
File comments: 618
Uploads: 2
Originally posted by AnrDaemon
Ah, one more thing with last screenshot.
How to increase text length of the name of spell being cast?
Basically, I want it to be Real Big(tm), so only blind one would miss it.
There probably isn't a way to do this right now.
Report comment to moderator  
Reply With Quote
Unread 02-23-09, 07:09 PM  
Parnic
A Murloc Raider
 
Parnic's Avatar
AddOn Author - Click to view AddOns

Forum posts: 6
File comments: 618
Uploads: 2
Originally posted by AnrDaemon
Now, promised imaginery.

From the looking of an addon, you expect it's based off yellow lines (symmetry axis).
However, you quickly realize it's not very true. It has left and right parts moved away from vertical axis, and bars arranged in a +/-pos*gap relative to left/right base (vertical red lines). They are still centered, just at relocated base. Fine, although there's no way to control this relocation distance...
But how do you shocked, when you realize that vertical positioning based at the bottom? When you scale bar to fit into another bar and form perfectly looking family of zoomed arcs... it's laughing at you. Even more with DK runes.
My suggestion is to not use the ArcHUD texture. The other textures don't have any alignment problems and fit perfectly when you change each bar's offset.

Changing gap settings is global to all modules; changing offsets is per-bar and allows you to put everything in whatever order you please.
Report comment to moderator  
Reply With Quote
Unread 02-23-09, 07:08 PM  
Parnic
A Murloc Raider
 
Parnic's Avatar
AddOn Author - Click to view AddOns

Forum posts: 6
File comments: 618
Uploads: 2
Originally posted by AnrDaemon
LDB launcher for IceHUD
http://pastey.net/108842-1w2w

Works great for me.
Thanks.
Report comment to moderator  
Reply With Quote
Unread 02-23-09, 07:08 PM  
Parnic
A Murloc Raider
 
Parnic's Avatar
AddOn Author - Click to view AddOns

Forum posts: 6
File comments: 618
Uploads: 2
Originally posted by AnrDaemon
Rather unusual screenshot... that was the case why I went to find screenshot quality settings for WoW. But issue is still visible.

When DK runebar flashes, there's two bars visible.
It only affecting runebar. Mana bar does flash good, and power bar of rogues do not flash.
That looks more like the ArcHUD texture being low quality than an additional bar popping up. I don't even notice anything that would be big enough of an issue to patch.
Report comment to moderator  
Reply With Quote
Unread 02-23-09, 03:44 PM  
AnrDaemon
A Chromatic Dragonspawn
AddOn Author - Click to view AddOns

Forum posts: 156
File comments: 2231
Uploads: 5
Ah, one more thing with last screenshot.
How to increase text length of the name of spell being cast?
Basically, I want it to be Real Big(tm), so only blind one would miss it.
Last edited by AnrDaemon : 02-23-09 at 03:49 PM.
Report comment to moderator  
Reply With Quote
Unread 02-23-09, 03:42 PM  
AnrDaemon
A Chromatic Dragonspawn
AddOn Author - Click to view AddOns

Forum posts: 156
File comments: 2231
Uploads: 5
Now, promised imaginery.

From the looking of an addon, you expect it's based off yellow lines (symmetry axis).
However, you quickly realize it's not very true. It has left and right parts moved away from vertical axis, and bars arranged in a +/-pos*gap relative to left/right base (vertical red lines). They are still centered, just at relocated base. Fine, although there's no way to control this relocation distance...
But how do you shocked, when you realize that vertical positioning based at the bottom? When you scale bar to fit into another bar and form perfectly looking family of zoomed arcs... it's laughing at you. Even more with DK runes.
Report comment to moderator  
Reply With Quote
Unread 02-23-09, 02:30 PM  
AnrDaemon
A Chromatic Dragonspawn
AddOn Author - Click to view AddOns

Forum posts: 156
File comments: 2231
Uploads: 5
LDB launcher for IceHUD
http://pastey.net/108842-1w2w

Works great for me.
Report comment to moderator  
Reply With Quote
Unread 02-23-09, 11:04 AM  
AnrDaemon
A Chromatic Dragonspawn
AddOn Author - Click to view AddOns

Forum posts: 156
File comments: 2231
Uploads: 5
Rather unusual screenshot... that was the case why I went to find screenshot quality settings for WoW. But issue is still visible.

When DK runebar flashes, there's two bars visible.
It only affecting runebar. Mana bar does flash good, and power bar of rogues do not flash.
Report comment to moderator  
Reply With Quote
Unread 02-23-09, 08:31 AM  
Parnic
A Murloc Raider
 
Parnic's Avatar
AddOn Author - Click to view AddOns

Forum posts: 6
File comments: 618
Uploads: 2
Re: Serpent Sting

Originally posted by Withel
First up, love the mod. Switched to it from Archud and never looked back.

Just something I've been thinking about today. I use IceHud to track my HfB on my rogue main, but I've recently been leveling my hunter alt. I'm planning on raiding (specifcally, marksman spec) and wondered if there were any functionality to track serpent sting on the target in the same fashion as HfB?
Every class has so many specific requests for tracking buffs/debuffs that I regret ever adding the HfB module :P. Since so many people want to track different types of debuffs, I am planning on creating a generic bar where you assign the spell to track. Sadly, my time for IceHUD is limited as of late, but it's still something I plan to do in the future .
Report comment to moderator  
Reply With Quote
Unread 02-23-09, 07:46 AM  
Withel
A Kobold Labourer

Forum posts: 0
File comments: 2
Uploads: 0
Serpent Sting

First up, love the mod. Switched to it from Archud and never looked back.

Just something I've been thinking about today. I use IceHud to track my HfB on my rogue main, but I've recently been leveling my hunter alt. I'm planning on raiding (specifcally, marksman spec) and wondered if there were any functionality to track serpent sting on the target in the same fashion as HfB?
Report comment to moderator  
Reply With Quote
Unread 02-05-09, 10:44 AM  
quickshiv
A Kobold Labourer

Forum posts: 0
File comments: 4
Uploads: 0
Originally posted by Parnic
My mistake, I misspoke. The vehicle health/mana is represented through the pet health/mana module. Blizzard's code treats vehicles as pets. Sorry for the confusion.
That makes perfect sence then. I bet I have the pet module turned off. Thanks.
Report comment to moderator  
Reply With Quote
Unread 02-05-09, 10:35 AM  
Parnic
A Murloc Raider
 
Parnic's Avatar
AddOn Author - Click to view AddOns

Forum posts: 6
File comments: 618
Uploads: 2
Originally posted by quickshiv
I looked for a module named vehicle anything and couldn't find it. I looked in my IceHUD\modules directory and there isn't one there. I checked your repository over on wowace and couldn't find one in the trunk either.

Code:
$ svn ls  svn://svn.wowace.com/wow/ice-hud/mainline/trunk/modules
CastBar.lua
ComboPoints.lua
DruidMana.lua
FocusCC.lua
FocusCast.lua
FocusHealth.lua
FocusMana.lua
GlobalCoolDown.lua
HungerForBlood.lua
LacerateCount.lua
MaelstromCount.lua
MirrorBar.lua
PetHealth.lua
PetMana.lua
PlayerHealth.lua
PlayerMana.lua
RangeCheck.lua
Runes.lua
SliceAndDice.lua
SunderCount.lua
TargetCC.lua
TargetCast.lua
TargetHealth.lua
TargetInfo.lua
TargetMana.lua
TargetOfTarget.lua
TargetOfTargetHealth.lua
TargetOfTargetMana.lua
Threat.lua
My mistake, I misspoke. The vehicle health/mana is represented through the pet health/mana module. Blizzard's code treats vehicles as pets. Sorry for the confusion.
Report comment to moderator  
Reply With Quote
Post A Reply



Category Jump:

Support AddOn Development!

You have just downloaded by the author . If you like this AddOn why not consider supporting the author? This author has set up a donation account. Donations ensure that authors can continue to develop useful tools for everyone.