Results: 617Comments by: Parnic
File: IceHUD03-14-12
Thanks guys - I appreciate it :).
Posted By: Parnic
Thanks guys - I appreciate it :).
File: IceHUD02-21-12
Re: Request... Stacking (Expanding) Modules
Posted By: Parnic
I've said it before... and I'll say it again. Great addon. I hate to add another idea to your lengthy list of request, but it's just a thought... How about having an option for the modules to expand outward as each new one becomes active? Here's what I mean... http://img140.imageshack.us/img140/2928/icehudexample.png Now...
File: IceHUD01-23-12
All I did was go to que for tb :S...
Posted By: Parnic
All I did was go to que for tb :S This is a LibDogTag-Unit bug. See here: http://www.wowace.com/addons/libdogtag-unit-3-0/tickets/27-attempt-to-index-local-guid-to-units_old-guid-a-nil/
File: IceHUD01-23-12
Re: Re: Re: Bug in click-to-target
Posted By: Parnic
On an unrelated note - is there's still a wishlist note for a bar-counters? I.e. I would like to monitor Evolution stacks on Corla encounter (and similar) in more visual way. Yes. It's hard to develop new features when you don't play any more, though.
File: IceHUD01-22-12
I need the vertical feature. I need...
Posted By: Parnic
I need the vertical feature. I need buffs or debuffs to be able to stack upwards, not downwards. Alright, thanks for the feature request.
File: IceHUD01-22-12
Re: Bug in click-to-target
Posted By: Parnic
I'm playing a healer in groups whilst levelling. I have set up IceHUD to have the four health bars for party1, party2, party3, party4 sequentially on the left using DogTags. The health bars themselves work flawlessly, but the click to target functionality does not- namely, two bars next to each other correspond to one player, and one...
File: IceHUD01-18-12
Re: Re: Re: Borders around Cast Bars' icons
Posted By: Parnic
A border around the icon? IceCastBar.prototype:CreateFrame() is responsible for creating the icon, IceCastBar.prototype:PositionIcons() is responsible for positioning said icon, and IceCastBar.prototype:StartBar() is responsible for setting the appropriate texture on said icon. If you don't know much about programming, I'm afraid thi...
File: IceHUD01-18-12
Re: Borders around Cast Bars' icons
Posted By: Parnic
Hey Parnic, What I'm looking for here is simple way to edit the IceCastBar.lua icon settings and have a border come from a .tga file. (Suppose this would apply automatically to Cast Bar, Focus Cast and Target Cast, right?) If you could only help me get started I could try to figure the rest. I'll be looking at it myself aswell...
File: IceHUD01-03-12
Is there any way to change the scal...
Posted By: Parnic
Is there any way to change the scaling from increments of 5 to smaller increments? For instance, I'm trying to scale a bar to, say, 63.5% and it keeps defaulting to 65%, which really doesn't do me any good. Is there any way at all to scale in smaller increments? There's no way to do this in the current version of IceHUD withou...
File: IceHUD12-15-11
why in gods name would "select from...
Posted By: Parnic
why in gods name would "select from one of your existing profiles" ERASE my settings from the profile I spent 40 minutes fine tuning!!! STUPID DESIGN! It did exactly what you command it for. Blame yourself. @Parnic, from what I read, he have copied one of the other profiles over the one he was working with. You can't copy over...
File: IceHUD12-14-11
why in gods name would "select from...
Posted By: Parnic
why in gods name would "select from one of your existing profiles" ERASE my settings from the profile I spent 40 minutes fine tuning!!! STUPID DESIGN! It doesn't. Re-select 'default' or whatever you were using before. This is an Ace3 thing that all ace mods use, not just IceHUD. Thanks for the kind words about this free mod, thoug...
File: IceHUD12-05-11
Very sad to see that after 10 month...
Posted By: Parnic
Very sad to see that after 10 months the targetoftarget/targetinfo tooltip bug still hasnt been fixed. Not even the temporary fix was implemented... v1.7.8 adds the ability to hide tooltips on Info modules. Hope this fixes your problem for you.
File: IceHUD12-02-11
Very sad to see that after 10 month...
Posted By: Parnic
Very sad to see that after 10 months the targetoftarget/targetinfo tooltip bug still hasnt been fixed. Not even the temporary fix was implemented... Between a full-time job and caring for my 9-month-old child, the WoW mod has been lower priority. I'm sorry about missing this feature and will try to get to it soon.
File: IceHUD09-07-11
Originally posted by drykill Forg...
Posted By: Parnic
Originally posted by drykill Forgive me if this has been asked already. Inside the transparency options page, would it be possible to add a simple precedence ordering system for the bar/bg alpha? Currently Alpha OOC and Target takes precedence over Alpha OOC and not Full, and I was unable to find a way to change that inside t...
File: IceHUD08-24-11
Originally posted by davidcmc Can...
Posted By: Parnic
Originally posted by davidcmc Can I add target portrait to the target module? Not at this time, but it's on the wish list.
File: Breakables08-06-11
Originally posted by Tadedra Hi,...
Posted By: Parnic
Originally posted by Tadedra Hi, I love this addon. I have two suggestions/requests. Is it possible to do a right click to compress inventory if you have ArkInventory? Maybe a separate plug in? This has been requested in the past. Hopefully I'll have time for it eventually :). Originally posted by Tadedra Is there...
File: IceHUD07-31-11
Originally posted by Nibelheim Ye...
Posted By: Parnic
Originally posted by Nibelheim Yeah, it is a bit of a confusing situation. :( May have to change a tooltip or two to let users know of the effect the option has. Which is tricky given that the existing text is already localized in several languages. Whee! :)
File: IceHUD07-31-11
Originally posted by Nibelheim So...
Posted By: Parnic
Originally posted by Nibelheim Something you may want to implement into CustomBar, is a more lenient SpellID check based on the Exact Match option. A lot of abilities have many SpellIDs associated with them, and finding the correct one can be a pain. This way, if Exact Match is disabled you can use any SpellID related to that b...
File: IceHUD07-30-11
Originally posted by Nibelheim I...
Posted By: Parnic
Originally posted by Nibelheim I remember my first question here about the IceHUD addon, got hit a little bit myself :p Not by Parnic, of course, he's always solid. Keeping this place in line isn't always easy, but having people that care about your addon is worth it. I do what I can to keep out the people who just want to caus...
File: IceHUD07-30-11
Thanks for helping out so much, Nib...
Posted By: Parnic
Thanks for helping out so much, Nibelheim!
File: IceHUD07-29-11
Re: Re: Re: Re: Re: Hemorrhage, SpellIDs
Posted By: Parnic
Originally posted by Nibelheim A few quick code changes can get you SpellID functionality. However, Parnic may wish to keep his SpellID>SpellName conversion in IceHUD, which would require a bit more code change involving an extra option and checking for that option's value. File to edit is Modules > CustomBar.lua. If you don'...
File: IceHUD07-29-11
Re: Re: Re: Hemorrhage, SpellIDs
Posted By: Parnic
Originally posted by Quicksand Alrights, what I'm doing right now is reverse the bar with a max timer so when it starts filling I know the debuff is gone... But then again, think it would be available sooner than later? Thanks for the fast answer btw, much appreciated! As a new parent, I have very little free time for stuff...
File: IceHUD07-29-11
Re: Hemorrhage, SpellIDs
Posted By: Parnic
Originally posted by Quicksand Hi there, Sorry for being the 1-Post-Guy but I've created an account specially to ask about this. Had to start somewhere yes? So here's my question: Is it possible to track skills through their SpellIDs instead of name? Although I've never found the option anywhere, maybe it exists, maybe not?...
File: IceHUD07-23-11
Originally posted by goldengamer...
Posted By: Parnic
Originally posted by goldengamer Any ideas? :S Just logged on, hovered over someone and plop goes the error ^^; This is a LibDogTag-Unit-3.0 bug which you can comment on here: http://www.wowace.com/addons/libdogtag-unit-3-0/tickets/27-attempt-to-index-local-guid-to-units_old-guid-a-nil/
File: IceHUD07-22-11
Originally posted by Nibelheim Wi...
Posted By: Parnic
Originally posted by Nibelheim With your Vengeance module, I see it's still using the old 10% of Max Health formula, when I think Vengeance is calculated as Stamina + 10% of Base Health (source). So something like the following: local Stam, MaxHealth = UnitStat(self.unit, 3), UnitHealthMax(self.unit) self.max = floor(Stam +...