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A few questions.
It has been quite some time since I have used ORDX, and imagine my surprise when I installed the latest version today. Plenty of things have changed, including nomenclature. But, overall, I like the direction it is going.
That being said, I still can't figure out how to do certain things. Things I have been wondering how to do since we launched ORDX all those years ago. On with the questions: 1: Living bomb. I have a living bomb window, and I want the window to trigger a sound AFTER living bomb explodes on my target. How would I do that ? 2: Living bomb. I would also like to be able to have 1 living bomb window display the timer bars for all the targets I have living bomb on. How would I do that ? 3: Cooldown. I assume displaying cooldown timers is still not possible ? 4: Combustion. I need a window that will populate with a design of my choice when certain critera are met: a: Living Bomb is on current target b: Combustion is off cooldown and available for me to cast c: Current target is under the effects of my ignite d: Current target is under the effect of my pyroblast (a dot). Any help would be appreciated. Thanks. -Christopher ps - using "design" opposed to "unit frame" freaked me out. |
1: It is not available but it is possible to create some sounds effects. Let me add some sound features in the design.
2: RDX do not track multiple targets. But I can explore the status windows to do that. 3: Yes, see the cooldown list icon from the list category. 4: It is not possible to use many design objects. Only one is possible per window. You can use shaders and variables. a : use a variable aura info b : Not available yet but coming soon c : use a variable aura info d : use a variable aura info Cheers |
On number 3: I have actually made it possible to display cooldown timers through some custom scripting, however this will eventually not be needed as we flesh out cooldowns. Look at the following screenshot:
![]() This is done by creating a custom variable inside of the design (Vars Scripted), and setting the variable to "TimerVar", at which point several features are exposed. I set the name of the Vars Scripted object to "spell" and used the following code: Code:
local s, d = GetSpellCooldown("Holy Shock"); After this is done, you now have all the variables needed to use a text/bar/timer shader object like you would for casting bars, only it's for the cooldown of the spell in the script above. Eventually this will be a full feature on it's own down the line where you just pick a spell from a dropdown or some such. |
What font are you using in that ?
-Christopher |
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