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It's been a while since I looked at some coding, but I've added this into lib.lua:
Code:
--gen hp strings func |
I had to use the following to get it to show the name in different loactions depending updon frame.
Code:
--gen name string func Not 100% sure why it worked but it did maybe one of the experts in here could elaborate? |
Just have a look on your function... You pass a frame (SELF) as "f" in the function-prototype... In your code, Politig, "self" is just not visible inside of the function, but the (function local) variable "f" is.
Perhaps you may want to google "variable scoping" to find some in depth explaination. |
Trying to figure out how to add mana/power values to the Power bar with this layout.
I assumed it was as simple as copying the code for the HP text and changing everything to Power... but apparently it's not! Was I on the right track? |
I did the following:
lib.lua added: Code:
--gen pwr strings func Code:
lib.gen_pwrstring(self) |
Hi,
Firstly I want to thank you for this tutorial addon... although I'm an experienced coder, my knowledge of LUA still very basic. Tried (hard) to create an ouf layout a few times but never got anywhere, now i have my dream layout (nothing new, just bits of many different layouts i like) almost finished and that's thanks to you, Zork. Now maybe you can help me with some issues i'm having: - Can't save the raidframe's position, and moving it is a complete mess; - The player/target/etc frames positions are saved, but they reset from time to time; - I can't figure out how to make the raidframe's style horizontal (and bottom anchored). Like this: raidmember21 raidmember22 raidmember23 raidmember24 raidmember25 ... raidmember06 raidmember07 raidmember08 raidmember09 raidmember10 raidmember01 raidmember02 raidmember03 raidmember04 raidmember05 Alternatively, I want to manually especify each unit's default starting position in the cfg.lua but this i already have figured out how to achieve... at least i think so. Any help is much apreciated! PS: excuse my poor english, is not my mother tongue. |
RaidFrames aswell as party do not have a specific global frame on their own. They use so called headers to anchor on.
The trick with moving them is to create a new helper frame each for party and raid. The frame could be made drag'able so you could move stuff ingame. Important is that you give it a global name. Code:
local f = CreateFrame("FRAME", "MyGlobalPartyFrameName", UIParent) Since all the other raid frames are bound to the first one (you do this in your layout, check other raid layouts) they will move once you drag the dragframe around. If you want to reanchor your raidframes try this. Play with the SetPoints and the xOffset. Code:
local raidDragFrame = CreateFrame("FRAME", "myRaidDragFrame", UIParent) |
Why are you still implementing a way to move frames with oUF_MoveableFrames being released and working fine for so long? It doesn't even require authors to support it from within the layout. :rolleyes:
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Why should I use a mod if I can create a move function with 5 lines myself and still have full controll over its functionality?!
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Because it offers more utility. Like a slash command that locks/unlocks it, it highlights frames also some of those not currently spawned, it saves positions, resets them, ... all of this in game, no need to open up notepad or whatever, which is still not common for A LOT of users.
The user can decide whether he wants to be able to move the frames in game or not, or just by himself via editing the layout's code and thus using zero additional lines of code, ... :rolleyes: I know you could do this, too, but not with 5 lines of code... after all it's up to you, ofc. I was just curious. |
Layout is set, have implemented raid marks, lfd icons, rest/combat indicators, created some new tags for especific use (mostly for raid frames). Looking good!
Now i am trying to implement timers for buffs/debuffs, finding a way to desaturate other's players buffs/debuffs like in ouf_caellian and adding support for interruptible spells to the castbar (different border color, something like that). Still can't find a way to hide the blizzard default buffs/debuffs frame tho, i think it should be automatic as i already have buffs/debuffs for the playerframe. :( PS: is there a way to create fake raid members and buffs? it would help a lot. |
Used your tutorial layout as an excuse to start messing about with oUF, but I've come across a bit of an issue. The status bar objects don't really behave like "normal" status bars: instead of the texture remaining static and filling/depleting based on value, the entire texture resizes itself.
Is this something that's particular to this tutorial layout that I haven't figured out yet, or is this an intrinsic "feature" of oUF itself? |
That's the normal behaviour of oUF's health update function. You would need to adept this function to "fill/deplete" the texture instead of "resizing" it.
Which means it's entirely possible, but not by default. |
Make sure to add:
Code:
yourTexture:SetVertTile(true) |
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Bit of a deal-breaker for me, as most of my UI work deals with non-symmetrical bar textures. Worth a go, I suppose. Thank you anyway. |
oUF is currently updated for Cataclysm. Feel free to suggest an API change regarding this issue over here. Who knows what haste is gonna say, maybe he'll change the default health update. ;)
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Just to say thanks again and to let you know that my layout is ready, please take a look and let me know what you think. ;)
http://www.wowinterface.com/download...4-ouf_Drk.html Still have some minor bugs to address and lots of things to implement but i'm really proud of myself. ;) |
Started to mess around with oUF and your layout.
One thing bugs me a lot - if I "declare" a text in a "lib.lua", i can't attach actual text tag to it in "core.lua". In "lib.lua", tags are attached simple: Code:
f:Tag(name, "[name]") Code:
self.Tag(name, "[curhp]") Help me, please :3 |
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