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Search: Posts Made By: ObbleYeah
Forum: Lua/XML Help 11-08-16, 10:41 AM
Replies: 11
Views: 4,507
Posted By ObbleYeah
Calling this line just releases the pool of...

Calling this line just releases the pool of frames used for followers, so they will hide:
https://github.com/obble/iipui/blob/master/elements/order_hall/commandbar.lua#L79

The frames are being...
Forum: Lua/XML Help 11-08-16, 05:50 AM
Replies: 11
Views: 4,507
Posted By ObbleYeah
i also had issues with satisfactorily skinning...

i also had issues with satisfactorily skinning these, and eventually redrew the frames:

https://github.com/obble/iipui/blob/master/elements/order_hall/commandbar.lua

http://i.pi.gy/jr0P.png
Forum: AddOn Search/Requests 10-21-16, 04:09 AM
Replies: 26
Views: 8,307
Posted By ObbleYeah
that seems like it would cause problems if you...

that seems like it would cause problems if you were to stop to look at the world map, or any other ui panel d:
Forum: General Authoring Discussion 10-13-16, 06:15 AM
Replies: 6
Views: 2,400
Posted By ObbleYeah
alternatively, you could use unicode or texture...

alternatively, you could use unicode or texture string escape sequences + string.rep
Forum: AddOn Help/Support 09-18-16, 08:30 AM
Replies: 12
Views: 5,489
Posted By ObbleYeah
if bartender hides frames via setattribute, then...

if bartender hides frames via setattribute, then the taxi button seems to behave differently to the standard vehicle leave button and so wont be influenced by the same modifier rules. I believe Zork...
Forum: AddOn Search/Requests 09-18-16, 03:25 AM
Replies: 2
Views: 4,966
Posted By ObbleYeah
yeah i usually just look for if the mana bar...

yeah i usually just look for if the mana bar exists and grab the parent frame based on that — i have stuff like my target debuff list and modified lossofcontrol frame parented to...
Forum: General Authoring Discussion 09-06-16, 05:29 AM
Replies: 0
Views: 1,445
Posted By ObbleYeah
LineScale animation api

does anybody know if the new LineScale animation has lua equivelents?

<LineScale parentKey="Scale" childKey="Fill" duration=".03" order="1" fromScaleX="0" fromScaleY="1" toScaleX="1"...
Forum: Legion Beta archived threads 09-05-16, 04:14 AM
Replies: 1
Views: 5,892
Posted By ObbleYeah
pretty sure this is intentional, as the raid icon...

pretty sure this is intentional, as the raid icon is also removed when the display is shown — i can vaguely appreciate their intent to not repeat information.

options to choose are always nice...
Forum: AddOn Help/Support 09-05-16, 04:00 AM
Replies: 2
Views: 2,895
Posted By ObbleYeah
try this local f =...

try this


local f = CreateFrame'Frame'
f:RegisterEvent'ADDON_LOADED'
f:SetScript('OnEvent', function(_, _, addon)
if addon == 'FeralDotDamage' then
...
Forum: Lua/XML Help 09-03-16, 02:45 AM
Replies: 5
Views: 2,147
Posted By ObbleYeah
appears to work. quick, easy fix — thanks!

appears to work. quick, easy fix — thanks!
Forum: Lua/XML Help 09-02-16, 12:08 PM
Replies: 5
Views: 2,147
Posted By ObbleYeah
here's the full code including the tooltip...

here's the full code including the tooltip scan:

https://github.com/obble/iipui/blob/master/addons/artifact/poweritems.lua

and an example of how the tooltip for the item im scanning for is...
Forum: Lua/XML Help 09-02-16, 08:52 AM
Replies: 5
Views: 2,147
Posted By ObbleYeah
duplicate conjured items breaking tooltip scanning

hi! i'm currently fiddling with a tooltip scan to cache items in my inventory that give artifact power on use. the function checks the tooltip and then pulls the container id and rewarded amount...
Forum: Lua/XML Help 06-28-16, 08:16 AM
Replies: 6
Views: 2,312
Posted By ObbleYeah
you need to add a1:Pause() in the onfinish...

you need to add a1:Pause() in the onfinish function
Forum: Legion Beta archived threads 05-23-16, 12:54 PM
Replies: 61
Views: 56,347
Posted By ObbleYeah
thats what i suggested on the last page! some...

thats what i suggested on the last page!

some style options for units will also have to be independently updated with a more aggressive hook — the castbar has to be reconfigured more or less every...
Forum: Legion Beta archived threads 05-23-16, 08:51 AM
Replies: 61
Views: 56,347
Posted By ObbleYeah
I've found issues with the .unit value too the...

I've found issues with the .unit value too

the first argument for NAME_PLATE_UNIT_ADDED should be the base unitid
Forum: Legion Beta archived threads 05-23-16, 06:20 AM
Replies: 61
Views: 56,347
Posted By ObbleYeah
yes, with the qualifier that a lot of those...

yes, with the qualifier that a lot of those options are toggled off because the functions they involve aren't fully routed through the nameplates (hence my *technically*). smoothupdates throws out an...
Forum: Legion Beta archived threads 05-23-16, 06:14 AM
Replies: 61
Views: 56,347
Posted By ObbleYeah
you should *technically* be able to do this...

you should *technically* be able to do this right? these are the same compactunitframes that the raid frame uses after all
Forum: Legion Beta archived threads 05-23-16, 06:10 AM
Replies: 61
Views: 56,347
Posted By ObbleYeah
agreed — just exploring ways to have my cake and...

agreed — just exploring ways to have my cake and eat it too, benefiting play styles that prefer static frames like Resike states above. i also thought about a numbering system that puts '#1' next to...
Forum: Legion Beta archived threads 05-23-16, 05:45 AM
Replies: 12
Views: 5,627
Posted By ObbleYeah
it got moved to a data file within the game...

it got moved to a data file within the game client, no longer publicly accessible via framexml

its still viewable via townlong-yak, who have extracted it and hosted it as it existed previously in a...
Forum: Legion Beta archived threads 05-23-16, 05:42 AM
Replies: 61
Views: 56,347
Posted By ObbleYeah
i've always been about cutting back unnecessary...

i've always been about cutting back unnecessary extras where it seems relevant though, having a ton of information on hand is cool but also gets extremely messy and convoluted quickly with priorities...
Forum: Legion Beta archived threads 05-23-16, 05:23 AM
Replies: 61
Views: 56,347
Posted By ObbleYeah
I've thought about something similar re: hiding...

I've thought about something similar re: hiding unnecessary unitframes when nameplate doubles exist. the playerframe seems totally pointless in combat now we have the player nameplate.

i'm halfway...
Forum: Lua/XML Help 05-21-16, 03:14 PM
Replies: 9
Views: 3,807
Posted By ObbleYeah
http://www.wowinterface.com/forums/showpost.php?p=...

http://www.wowinterface.com/forums/showpost.php?p=270048&postcount=15
Forum: Legion Beta archived threads 05-16-16, 05:17 AM
Replies: 35
Views: 21,636
Posted By ObbleYeah
I'm probably being an idiot. but say i want to...

I'm probably being an idiot. but say i want to build onto or modify a frame created using blizzards new framepool api — how do i actually reference the individual frames within that?

for...
Forum: Legion Beta archived threads 05-14-16, 02:08 PM
Replies: 21
Views: 10,135
Posted By ObbleYeah
ah! good, i was worried my experiments had...

ah! good, i was worried my experiments had tainted something.

well not good but... you know what i mean.

having not dug too much into the source I've just been making style adjustments via:


...
Forum: Legion Beta archived threads 05-14-16, 03:03 AM
Replies: 14
Views: 26,342
Posted By ObbleYeah
action camera

anybody played with this?

https://www.youtube.com/watch?v=hirGgwmvaGU

/console ActionCam [option]

Example: /console ActionCam full
Enables full mode as seen in the video.

overNames - Return...
Showing results 1 to 25 of 210