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    posted a message on Frame Strata, Textures, and Shotguns
    I have tried that.

    SetFrameStrata is throwing nil on me, though. I gotta see if I can get bugsack working, it's been hosed the past few updates.

    Edit: Bugsack fixed.

    attempt to call method `SetFrameStrata' (a nil value)

    If it matters any, I'm just throwing this in idMinimap (seemed appropriate, didn't want to go through the hassle of making a separate mod). It's in the enable function at the bottom...

    I'll try making a frame.

    Edit: Frame works, but not as intended...

    Edit: Ok, it does work as intended, I just need to size, position, and clean up my crappy texture.

    Edit: Success!

    http://www.sfrepository.com/otherpics/minimap001.jpg

    (Note, my interface is quite a work in progress!)

      --Only use is using Fubar!
      Minimap:ClearAllPoints()
      Minimap:SetPoint("TOPRIGHT",UIParent,"TOPRIGHT",-10,-30)
      
      --Frame attempt
      local MyMapBackground = CreateFrame("Frame","MyMapBackground",UIParent)
      MyMapBackground:SetFrameStrata("BACKGROUND")
      MyMapBackground:SetWidth(150) -- width of texture
      MyMapBackground:SetHeight(150) -- height of texture
      local MyMapTexture = MyMapBackground:CreateTexture("MyMapTexture","BACKGROUND")
      MyMapTexture:SetTexture("Interface\\AddOns\\idMinimap\\minimapbg.tga")
      MyMapTexture:SetAllPoints(MyMapBackground)
      MyMapBackground.texture = MyMapTexture
      MyMapBackground:SetPoint("TOPRIGHT",Minimap,"TOPRIGHT",5,5)
      MyMapBackground:SetAlpha(0.7)
      MyMapBackground:Show()
    Posted in: Lua Code Discussion
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    posted a message on Intelligent Bar Display
    I'm glad I'm not the only one who feels that way. The fewer UI elements on my screen, the happier I am!

    I can't wait to try this out now :).
    Posted in: Addon Ideas
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    posted a message on Intelligent Bar Display
    Ah, curse, ok. I can't access curse from work, I'll look when I get home. Thanks!
    Posted in: Addon Ideas
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    posted a message on Intelligent Bar Display
    I've never even seen PageOnPress ^^. I checked WoWI and the SVN, where ya hiding it? :P

    I'd love to do that using metakeys, only because I'm so used to doing that already. You know what they say about old dogs! I actually use '`' on my hotkey bars, because I usually only use '`' to 6 or so. I'd one of those sad people that still uses 'q' and 'e' for movement too ^^. I suppose I could use 'z,' 'x,' and 'c.'

    Point me to the mod, and I'll try it that way, I think.

    And I don't care what they say about you Clad, you're cool :P.
    Posted in: Addon Ideas
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    posted a message on Bartender2, ActionBar AddOn for Blizzards default buttons
    Maybe show all the bars when you unlock them, then hide them again? ^^ I'll look at the code and see how you did it, but you'd obviously know more about it than me. It's not a huge deal, as one only really needs to do it once per character, but it was darned convenient!

    I'd love a quest frame module when you have a moment :). Or maybe I'll just see if I can gut it out of Bartender 1 for now. I love the Blizzard default quest frame, but it's placement sucks. I prefer my debuffs there :).

    Anxiously waiting that plugin for Maia's layout too. It's sweet.
    Posted in: General AddOns
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    posted a message on Intelligent Bar Display
    The first game I played that used hotbars to any extent was Neverwinter Nights (NWN). To this day, I still find the system they used fairly intuitive and convenient, and yet, noone to my knowledge has implemented such a system in WoW. The idea is simple: there are three pages, one that displays normally, one that displays when you hold down ctrl, and one that displays when you hold down shift. The hotkey bindings correspond to these displays, so the first button is 1, ctrl+1, and shift+1. This squeezes three bars in the space of one.

    Now, WoW could squeeze four bars into one spot by intelligently swapping pages based on meta keys (none, alt, ctrl, shift). Heck, it might be able to do more than that, if you can detect if any key is depressed, allowing you to bind your own custom meta-keys. The algorithm strikes me as relatively simple, I'm not sure why noone's done it to date.

    I did a little research and it doesn't seem like meta key presses fire off any events. So this would have to be OnUpdate I assume. Meta code follows, I'm by no means schooled in LUA or the WoW API ^^:

    OnUpdate() =
     if(IsShiftKeyDown()) 
      CURRENT_ACTIONBAR_PAGE = 2
     else if(IsCtrlKeyDown()) 
      CURRENT_ACTIONBAR_PAGE = 3
     else if(IsAltKeyDown()) 
      CURRENT_ACTIONBAR_PAGE = 4
     else 
      CURRENT_ACTIONBAR_PAGE = 1
     end
     ChangeActionBarPage()
    end


    Pretty darn simple, methinks... too simple for noone to have done it. One catch I see is that if you actually switch pages, the keybindings carry over. So you'd have to bind 1, ctrl+1, alt+1, and shift+1 all to the same buttons. I don't know if it's possible to bind more than two keys to one action. Or maybe if you bound them to the equivalent bars, so the action IDs are the same... hmm.

    Also, for druids, rogues and warriors, the last else would need to check stance/form/stealth.

    Now, I know a few people out there (*cough*Industrial*cough*) will probably tell me to make it myself, and I probably will if noone else is interested. But me doing it would take a whole lot more time. My primary snag is handling the OnUpdate thing. Suggestions on that are welcome.

    Oh, and I know Andreas' PubCrawler appears to do something similar (am I correct?), but I wanted to do this using only Blizzard's components if possible. It strikes me as funny to rebuild an entire action bar when Blizzard gives me ones that work fine, and there are so many mods that work with the default ones so I can pick and choose my specific features. I mean, if I wanted *everything,* there's always DAB :P.

    (Edit: I rewrote the code, the functions are mostly correct and stuff :P)
    Posted in: Addon Ideas
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    posted a message on Frame Strata, Textures, and Shotguns
    *laughs* Right. Well, if it turns out worth looking at, I'll be sure to post it!

    We'll see tonight!

    (Edit: Adding some stuff.)

    Ok, for the sake of the "hijacking frames is bad" argument (I dunno, is it?).

    local MyMapBackground = CreateFrame("Frame","MyMapBackground",UIParent)
    MyMapBackground:SetFrameStrata("BACKGROUND")
    MyMapBackground:SetWidth(yyy) -- width of texture
    MyMapBackground:SetHeight(xxx) -- height of texture
    local MyMapTexture = MyMapBackground:CreateTexture("MyMapTexture","BACKGROUND")
    MyMapTexture:SetTexture("Interface\\AddOns\\addon\\background.tga")
    MyMapTexture:SetAllPoints(MyMapBackground)
    MyMapBackground.texture = MyMapTexture
    MyMapBackground:SetPoint("TOPRIGHT",MinimapBorder,"TOPRIGHT",0,0)
    MyMapBackground:Show()


    Would that be close? ^^
    Posted in: Lua Code Discussion
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    posted a message on Frame Strata, Textures, and Shotguns
    Of which, the broken image or if I can get it working? :P

    I'm at work right now, it'll be another 8 hours before I can fiddle with this again ^^.
    Posted in: Lua Code Discussion
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    posted a message on Bartender2, ActionBar AddOn for Blizzards default buttons
    Any chance the movable quest frame from the first version will be back? Perhaps as a separate mod? I liked being able to move it easily :).

    Also, the right click hide/unhide was nice too.
    Posted in: General AddOns
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    posted a message on Frame Strata, Textures, and Shotguns
    D'oh. Thanks, I'll try that tonight when I get home... I copied that function out of another mod though... ><

    Hopefully everything will work, otherwise I'll have to try making my own frame instead.
    Posted in: Lua Code Discussion
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    posted a message on Frame Strata, Textures, and Shotguns
    Ok, so I decided I wanted a nice, smooth round background for my minimap. I created the TGA, got it saved good, got it in game. One problem: it covers the map! Now, I could cut out just the right sized ring, but that would be... tricky. At least for me and my minimal photoshop skills. So I figured I could shove the texture to the back strata, right?

    Except, I can't figure out how!

    MinimapBorder:SetTexture("Interface\\AddOns\\addon\\background.tga")
    MinimapBorder:SetStrata("LOW")


    That's what I have. But MinimapBorder keeps reporting nil for the SetStrata function ><. *grumbles* What am I doing wrong? Is what I want even possible?

    Essentially, I eventually want all the elements in my interface to have a thing, partially transparent border, ala aguf's default borders, and Maia's mockup in the Bartender thread.

    I could also use the function that alters the alpha on the frame ^^. Maybe I should just make a new frame? Any pointers then?

    Help!

    Thanks in advance.

    (Oh, and I promised shotguns, but I used my last one on this texture here. Sorry.)
    Posted in: Lua Code Discussion
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    posted a message on Better combatlog?
    I picked one up that was built on Parserlib... Simple combat log or something similar? I forget where I found it now! It's much better than Nurfed or Hitsmode.

    Here it is!

    http://www.wowinterface.com/downloads/fileinfo.php?id=5008
    Posted in: Addon Ideas
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    posted a message on SCT 6.0 / SCTD 3.0
    Can you assign variables in an if statement in LUA?

    If so, wouldn't:

    for i in default_config do
      if (not var = SCT.db.char[i]) then var = default_config[i];
      end
    end
    Posted in: General AddOns
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    posted a message on Ace SVN
    For everyone else's info, in case noone knows,
    svn: REPORT request failed on '/root/!svn/vcc/default'
    svn: Cannot replace a directory from within

    means that you are trying to svn up a folder that no longer exists on the SVN. Locate the folder and delete the .svn folder in it. Oh, and find out why it got pulled, likely it got renamed.
    Posted in: General Chat
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    posted a message on ag_UnitFrames (Release 7/19/2006) alpha version
    I'd at least like the option to be able to type in the scale rather than messing with the slider :).
    Posted in: Unit Frames
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