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-   -   Help with Unit Frames during Pet Battles (https://www.wowinterface.com/forums/showthread.php?t=50392)

wolftech 11-07-14 10:31 PM

Help with Unit Frames during Pet Battles
 
I use STUF and have it set to hide on pet battles and also have the non target/in combat flags set and this works fine, however if I click where the frames are, I can still click on them (and they set right where my switch pet frame is). What I want to know is if there is a way to make a frame non-interactive when hidden. I know STUF has settings to make frames non-interactive, but that means I can't use right click on my frame to set dungeon difficulties or leave party.

So basically I see two choices. Either some way to make the frames non-iteractive when hidden either through adding some script to STUF or a KGPanel that it could be attached to or I can make it completely non-interactive, if I can find a way to make an LDB addon that lets me leave party (I know there are ones for changing difficulties) but haven't found a way beyond /script LeaveParty() and right clicking on your player frame to leave party.

Fizzlemizz 11-08-14 01:30 AM

Why not post this feedback to the addon author as option three?

Phanx 11-08-14 01:45 AM

If it's just setting the opacity to 0 instead of actually hiding the frames during pet battles, that sounds like an obvious bug/design flaw in the addon. By definition you cannot be in combat when you enter a pet battle, so it's totally possible to hide unit frames at that time, and even if you get knocked out of a pet battle due to PVP, addons are still able to hide/show unit frames (and other secure frames) in response to that event before the UI gets locked down for combat. You should definitely report this problem to the addon's author.

Fizzlemizz 11-08-14 02:30 AM

From DUF:

Code:

        if (event == "PET_BATTLE_OPENING_START" and self.unit ~= "target") then
                if DUF_Settings[DUF_INDEX].PetBattleHide then
                        self.PetBattleHidden = true
                        RegisterUnitWatch(self, true)
                        RegisterStateDriver(self, "visibility", "[petbattle] hide; default")
                end
        end

Code:

if (event == "PET_BATTLE_CLOSE") then
                if (self.PetBattleHidden) then
                        UnregisterStateDriver(self, "visibility")
                        UnregisterUnitWatch(self)
                        self.PetBattleHidden = nil
                        self:Show();
                        return
                end
...

DUF is over complicated in some things but this should give the context for pet battle/unit frame interaction.


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