Define 'do something else'. They should work, yes (I was testing them earlier in particular with the Timer/Stacks triggers).
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Well I created an action for scale. But I don't see any way to set the scale, so I'm probably not understanding something. I only been playing around with 5.0 for 5 days or so.
I know you have actions for on show/hide/repeat. But I haven't found a way to do those types of things while the aura is active. Like say at less than 4 min I make the aura flash or spin, rotate, anything. I already have a display for showing battle shout. So I added the action to this display. |
Triggered animations are handled by the animation editor, but I removed advanced animations from the UI a few weeks ago and haven't had time to put them back in since.
For changing the scale, you should see a gear/cogwheel icon in the sequences pane at the bottom. Clickety click (it's a temporary thing). |
Thanks, trying to learn how to use this addon, cause I know guildies that use 4.x are going to have tons of questions. And its nice to have someone that knows just enough to say hey do this and your aura will work.
Yeah got it working now. When do you plan on removing the [UL] tags? |
I'm removing them whenever I see them, mostly.
PlayerState really needs them gone :p |
[18:32:26]: Failed to load Display 1: Dependency failed to load (Action 3).
Stack Trace: Interface\AddOns\PowerAuras\Main.lua:483: in function `LogResourceMessage' ...nterface\AddOns\PowerAuras\Types\Displays\Loader.lua:196: in function `LoadDisplay' Interface\AddOns\PowerAuras\Types\Auras\Loader.lua:9: in function `LoadAuras' ...nterface\AddOns\PowerAuras\Types\Profiles\Loader.lua:102: in function `LoadProfile' Interface\AddOns\PowerAuras\Dispatcher.lua:1003: in function `SetEditMode' ...rface\AddOns\PowerAurasOptions\Widgets\Workspace.lua:129: in function <...rface\AddOns\PowerAurasOptions\Widgets\Workspace.lua:127> [C]: in function `Hide' Interface\FrameXML\UIParent.lua:2339: in function <Interface\FrameXML\UIParent.lua:2334> [C]: in function `securecall' Interface\FrameXML\UIParent.lua:2377: in function `CloseWindows' Interface\FrameXML\UIParent.lua:2405: in function <Interface\FrameXML\UIParent.lua:2395> [C]: in function `securecall' Interface\FrameXML\UIParent.lua:3099: in function `ToggleGameMenu' [string "TOGGLEGAMEMENU"]:1: in function <[string "TOGGLEGAMEMENU"]:1> Locals: None I got this error when I created a new texture display then went to display > #3:texture > activation. This was my second display. |
I'll take a look whenever it is I wake up. Lots of things to get done before servers come up tomorrow, no idea what'll be done by then :\
If you want another release to test, go right ahead. Includes the UnitAuraType trigger too, and some bugfixes/optimisations for the editor. |
Tried that new release. Migrate almost worked.
Failed to upgrade 4.x auras (116/117) |
I'm not sure if this is a bug or not. I'm trying to have a display detect if my pet's ability is off cooldown as one of its triggers (Cauterize Master, in this case). As far as I can tell, it's not detecting them with Spell Off Cooldown.
When I change over to a spell of my own (Twilight Ward), it works fine. Should I be using a different trigger type or do pet abilities just require different cooldown detection? |
I'll take a look, oddly enough it worked with hunter pets last time I checked.
In other news, I added a Scale slider back to the Texture display as requested. I'll also try merging the browser/editor as a 5.1 thing, I don't want to risk breaking it all at the moment. |
Please don't hate me for this:
Quote:
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Is Enemy Target no longer a Support Trigger you can set any more, or is that happening automatically internally, e.g if I set a debuff that can only be on an enemy target it knows that's how I want it to be used?
[edit] Doesn't appear to be the case, I've created an aura that comes up if Serpent Sting isn't on my target, but when I cast Serpent Sting on my target the aura isn't going away. [edit again] Was my bad, worked it out now. |
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Yeah managed to work that out eventually. :)
Is there any chance that the animation speed slider could have a maximum higher than 2? it's still fairly slow, also the animations don't appear to be very smooth, they were a lot smoother/faster on 4.x. I'm using the zoom animation as start/end at the fastest speed, they judder quite a bit. |
Animation juddering and whatnot is because Blizzard's animation system has been horribly buggy for a few patches now. Could have gotten worse on the beta, not really sure (it's also noticeably worse if your framerate jumps a lot).
I'm polishing the UI's up now with tooltips and stuff, I'll raise the cap and see about converting it to measure in seconds as opposed to 'speed'. |
That would be cool, frame rate isn't an issue, my machine pretty much stays at my vsync cap of 60 fps on beta.
Also is there a way through the GUI to edit the icons used for the auras? I managed to do it by manually editing the saved variables LUA file, but can't seem to find where to change it in the GUI? I'm talking about these. |
You know those nine million things I need to do? That's one of them :)
Edit: Added it. You can enter a spell name or ID into a new field on the 'Edit Name' dialog and it'll use it as the icon. |
That was quick! I kind of feel sorry for you tomorrow, I'm guessing you're going to have a lot of people complaining, even though I think you've done very well to do pretty much a complete rewrite of a very complex addon in such a short period of time.
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Honestly, I'm not sure how it'll be received. Most of the backlash was from the alpha development UI, there's still some going around but I've also seen it drop off significantly since then.
So long as they give constructive feedback about what needs changing, I'm all for it (within reason anyway). The trouble with being in this position is that I developed the system, therefore I know how the UI works inside and out - which makes me terrible for usability testing because I'm not a 'blank slate' as it were. There'll be whiners, but I'm imagining most of it will be about migration being dropped and the general 'Y U CHANGE IT' crowd. The latter will never be pleased, so why bother, and the former I'm hoping will understand my reasoning for it. I'm just hoping they post their feedback in comments/on the thread. It's hard for me to assess general opinion without knowing where they're posting their feedback - I'm not a mind reader after all :) |
Looks like 16016 is the final version for live btw, so same as the current beta build.
http://www.mmo-champion.com/threads/...1#post18191125 |
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