Classic: UnitHealth() has large delay - how to avoid?
It looks like that player's HP returned by UnitHealth() are updated with delay about 500 ms.
So when I handle UNIT_SPELLCAST_STOP event after succefull heal, UnitHealth() still returns old hp value for half second after cast! My WoW ping is 40ms, and I have no such problem with actual WoW. Any ways to avoid this problem? |
Maybe the unit does not have frequent health updates registered?
UNIT_HEALTH triggering not so often has always been the case. If you have access to the unitframe adding UNIT_HEALTH_FREQUENT might help. |
Actually the unit is the player, so I expected that player's health updates are extremely frequent.
I tried UNIT_HEALTH_FREQUENT but it doesn't help :( I just receive it with delay over 200ms, even for a player. I also tried to calculate health manually right after cast, but UNIT_HEAL_PREDICTION doesn't exist :( |
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