Originally Posted by zork
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Originally Posted by Seerah
The cluster should not affect the placement of the minimap if the position is being changed.
OP: You changed everything you could see, but you forget that the minimap is actually still a square, and is set to not go off-screen.
You can either turn that off, or allow it to go off by a predetermined amount.
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Thanks for the help,
Moving the Minimap frame also moves the cluster frame, which is revealed by fstack appropriately. I also used /run print(Minimap:IsClampedToScreen()) as well as /run print(MinimapCluster:IsClampedToScreen()) which both return false. I went ahead and set the clamp rects appropriately (negative 58 on top and bottom to match the mask, 0 on left and right) anyways, as well as trying Minimap:SetClampedToScreen(false) and MinimapCluster:SetClampedToScreen(false), with no impact.
I also tried setting the parent of Minimap to WorldFrame instead of UIParent, but that just messed with the scale inheritance and nothing else.
I'll zip up just the minimap portion of this so people can play with it if they like, but it seems like I am limited to the constraints of the mask texture no matter what I try. For now I will settle for a stretched minimap that I can position where I want. It looks uglier, but at least it fits. This might be a limitation of the game engine, at this point.
Here's a link to what I have right now ( A bit ugly admittedly but I've been throwing the kitchen sink at it lol):
https://drive.google.com/open?id=1tW...VE4Qs4kD8bTSt7