Thread Tools Display Modes
11-24-15, 07:10 PM   #1
semlar
A Pyroguard Emberseer
 
semlar's Avatar
AddOn Author - Click to view addons
Join Date: Sep 2007
Posts: 1,060
General Chat

The most significant change, for me, is that they've completely overhauled the nameplate system.

Their UI is now implemented through Blizzard_NamePlates, and there are a number of api functions and events we can use without an OnUpdate function or iterating over WorldFrame's children.

Most intriguingly, each nameplate has a unit ID associated with it ("nameplate1 -> nameplate30"), which allows us to get information directly from a particular unit associated with a given nameplate. This means accurate aura displays, but it also opens up powerful possibilities that weren't previously practical.

There are also multiple new CVars, notably one which prevents tab from targeting units that are not in combat (TargetPriorityCombatLock) and another to prevent it from targeting units behind you (TargetPriorityIncludeBehind).

Oh yeah, and models can set their pitch and roll, so you can presumably rotate them in all directions.

Last edited by semlar : 11-24-15 at 07:15 PM.
 
11-25-15, 07:07 AM   #2
p3lim
A Pyroguard Emberseer
 
p3lim's Avatar
AddOn Author - Click to view addons
Join Date: Feb 2007
Posts: 1,710
Originally Posted by semlar View Post
Oh yeah, and models can set their pitch and roll, so you can presumably rotate them in all directions.
Also alpha, with just SetAlpha() on the frame you'd (currently) get issues with models that have effects on them, especially visible on elementals. Hopefully the new :SetModelAlpha() will remedy that.
 
11-25-15, 08:27 AM   #3
Miiru
A Flamescale Wyrmkin
 
Miiru's Avatar
AddOn Author - Click to view addons
Join Date: Dec 2008
Posts: 138
Originally Posted by semlar View Post
Most intriguingly, each nameplate has a unit ID associated with it ("nameplate1 -> nameplate30"), which allows us to get information directly from a particular unit associated with a given nameplate. This means accurate aura displays, but it also opens up powerful possibilities that weren't previously practical.
Sounds like it'll be possible to finally create a working 'overhead' combat text addon
__________________
◘◘ Author of MiirGui Texture Pack - [Core] [Blue] [Grey] ◘◘
 
11-25-15, 02:57 PM   #4
ObbleYeah
A Cobalt Mageweaver
AddOn Author - Click to view addons
Join Date: Sep 2008
Posts: 210
i am really interested to see these new nameplates
 
11-25-15, 04:01 PM   #5
p3lim
A Pyroguard Emberseer
 
p3lim's Avatar
AddOn Author - Click to view addons
Join Date: Feb 2007
Posts: 1,710
Originally Posted by ObbleYeah View Post
i am really interested to see these new nameplates
Image.

You could also just check out any stream on twitch.tv, should be plenty still doing quests there.

Also, source code: https://github.com/Gethe/wow-ui-sour...ard_NamePlates
 
11-25-15, 04:20 PM   #6
MunkDev
A Scalebane Royal Guard
 
MunkDev's Avatar
AddOn Author - Click to view addons
Join Date: Mar 2015
Posts: 431
I'm very curious about the derivative of Model used in the new wardrobe collection. It could potentially open up a lot of new creative pathways, since it seems that items can be rendered without a PlayerModel. It is probably the same widget used in the artifact customization pane that was briefly shown at both Gamescom and Blizzcon:


Here's a video of it.
__________________

Last edited by MunkDev : 11-25-15 at 04:25 PM.
 
11-25-15, 04:33 PM   #7
semlar
A Pyroguard Emberseer
 
semlar's Avatar
AddOn Author - Click to view addons
Join Date: Sep 2007
Posts: 1,060
PlayerModels have a couple new methods for this, model:SetItem(itemID[, appearanceModID, itemVisualID]) and model:SetItemAppearance(itemAppearanceID[, itemVisualID])
 
11-25-15, 05:57 PM   #8
Resike
A Pyroguard Emberseer
AddOn Author - Click to view addons
Join Date: Mar 2010
Posts: 1,290
Originally Posted by MunkDev View Post
I'm very curious about the derivative of Model used in the new wardrobe collection. It could potentially open up a lot of new creative pathways, since it seems that items can be rendered without a PlayerModel. It is probably the same widget used in the artifact customization pane that was briefly shown at both Gamescom and Blizzcon:


Here's a video of it.
You can already do this with some model types, however if they add the functionality to work on every models (without the current hassle) that would be cool.

http://www.youtube.com/watch?v=egzorLE4h8E

http://www.youtube.com/watch?v=yAjdXfCia5w

Last edited by Resike : 11-25-15 at 06:00 PM.
 
12-03-15, 07:06 AM   #9
p3lim
A Pyroguard Emberseer
 
p3lim's Avatar
AddOn Author - Click to view addons
Join Date: Feb 2007
Posts: 1,710
Originally Posted by MunkDev View Post
I'm very curious about the derivative of Model used in the new wardrobe collection. It could potentially open up a lot of new creative pathways, since it seems that items can be rendered without a PlayerModel. It is probably the same widget used in the artifact customization pane that was briefly shown at both Gamescom and Blizzcon:


Here's a video of it.
The model in that image is in the world itself, when you open up the artifact window at your class hall the camera will fixate so that the artifact on display is on the right side of your screen. You can see that the character is not in the center of the screen as well. Just saw this demonstrated on a stream.

The video is just standard wardrobe stuff.

Edit: as of build 20773, addons are indeed disabled.

Last edited by p3lim : 12-03-15 at 07:08 AM.
 
11-26-15, 03:56 AM   #10
ObbleYeah
A Cobalt Mageweaver
AddOn Author - Click to view addons
Join Date: Sep 2008
Posts: 210
Originally Posted by p3lim View Post
Image.

You could also just check out any stream on twitch.tv, should be plenty still doing quests there.

Also, source code: https://github.com/Gethe/wow-ui-sour...ard_NamePlates
oh thanks, didn't realise the source had been pulled yet. aura tracking included at base level is nice! looking forward to (hopefully) getting beta access and playing around with 'em
 
11-30-15, 02:23 PM   #11
SDPhantom
A Pyroguard Emberseer
 
SDPhantom's Avatar
AddOn Author - Click to view addons
Join Date: Jul 2006
Posts: 2,313
Originally Posted by ObbleYeah View Post
looking forward to (hopefully) getting beta access and playing around with 'em
Just watch for the beta key giveaway after Blizzard enables addons for the beta, which is usually a few months before release. It's a first come, first serve basis and you need to have an up-to-date addon in your uploads list.
__________________
WoWInterface AddOns
"All I want is a pretty girl, a decent meal, and the right to shoot lightning at fools."
-Anders (Dragon Age: Origins - Awakening)
 
12-26-15, 10:15 AM   #12
MunkDev
A Scalebane Royal Guard
 
MunkDev's Avatar
AddOn Author - Click to view addons
Join Date: Mar 2015
Posts: 431
Originally Posted by semlar View Post
Most intriguingly, each nameplate has a unit ID associated with it ("nameplate1 -> nameplate30"), which allows us to get information directly from a particular unit associated with a given nameplate. This means accurate aura displays, but it also opens up powerful possibilities that weren't previously practical.
Will nameplates behave like unit frames? If so, they would presumably be protected, right?
__________________
 
12-26-15, 11:54 AM   #13
Lombra
A Molten Giant
 
Lombra's Avatar
AddOn Author - Click to view addons
Join Date: Nov 2006
Posts: 554
Originally Posted by MunkDev View Post
Will nameplates behave like unit frames? If so, they would presumably be protected, right?
How do you mean? They are already protected, no?
__________________
Grab your sword and fight the Horde!
 
12-26-15, 08:12 PM   #14
MunkDev
A Scalebane Royal Guard
 
MunkDev's Avatar
AddOn Author - Click to view addons
Join Date: Mar 2015
Posts: 431
Originally Posted by Lombra View Post
How do you mean? They are already protected, no?
They are? I've never actually messed with them beyond just checking whether they're clickable, which to my knowledge they're not. If the nameplates are protected AND have unit IDs, they can be accessed securely in combat, which would allow me to expand this position-based behaviour to nameplates:
__________________
 
12-27-15, 12:04 AM   #15
semlar
A Pyroguard Emberseer
 
semlar's Avatar
AddOn Author - Click to view addons
Join Date: Sep 2007
Posts: 1,060
They're currently secure frames, but the actual part that you click on to select a unit is the WorldFrame itself.

You click "through" the nameplate frame to interact with something.

I'm not sure how your example would be much different from tab targeting, but you could probably write something that cycles through nameplates if you didn't care what order it did it in.
 
12-27-15, 01:12 AM   #16
MunkDev
A Scalebane Royal Guard
 
MunkDev's Avatar
AddOn Author - Click to view addons
Join Date: Mar 2015
Posts: 431
Originally Posted by semlar View Post
They're currently secure frames, but the actual part that you click on to select a unit is the WorldFrame itself.

You click "through" the nameplate frame to interact with something.

I'm not sure how your example would be much different from tab targeting, but you could probably write something that cycles through nameplates if you didn't care what order it did it in.
Yes, I know they're not actually clicked, but let's just say that you could do :GetAttribute("unit") on a nameplate in Legion (or something to that effect to extract the unit ID). That could be used securely, which is great news for me. Assuming, of course, that nameplate IDs can be used to target something.

My example is not cycling through targets. It's sending directional information to the secure environment using a wrapped preclick snippet. By gathering all the unit frames drawn on screen and where they are drawn in a secure table, I can iterate over that data to determine the next unit frame to jump to. The action button that was clicked gets that unit frame's unit ID assigned to it and then targets that unit in the onclick script.

If nameplates behave similarly to unit frames, are secure AND have IDs, this means I could accurately "tab" to a target with, for example, the arrow keys on the keyboard. Jumping from one nameplate/target to the next would only require me to press the arrow key that's pointing in that general direction. If the nameplate is nameplate3 or nameplate22 doesn't really matter, since it's all based on their on-screen position. Probably pretty useless in most cases, but could be useful for controller gameplay since tab targeting is somewhat unreliable.

Another good use of this system (if it works according to this hypothesis) would be to create a grid of custom nameplates (if that's even possible), sort of like raid frames but for nameplates. Could potentially simplify targeting specific mobs in a large pack instead of trying to single out that mob with the mouse cursor. You know, if they aren't forcibly following the target's head.
__________________

Last edited by MunkDev : 12-27-15 at 06:43 AM.
 
 

WoWInterface » Site Forums » Archived Beta Forums » Legion Beta archived threads » General Chat

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off