Basically I have this frame I wrote a while ago that imitates the full screen glow/warnings, but modified so I can use my own textures and such, but I'm working on converting it to .lua. Basically this:
Code:
<Frame name="Tankadin_RF_Warn_Frame" frameStrata="FULLSCREEN_DIALOG" toplevel="true" setAllPoints="true" hidden="true">
<Layers>
<Layer level="BACKGROUND">
<Texture name="$parent_Texture" file="Interface\AddOns\Tankadin\Images\warn1.tga" alphaMode="ADD"/>
</Layer>
</Layers>
</Frame>
- into -
Code:
warnFrame = CreateFrame("Frame", "Tankadin_Warn_Frame");
warnFrame:SetFrameStrata("FULLSCREEN_DIALOG");
warnFrame:SetToplevel(true);
warnFrame:SetAllPoints();
local texture = warnFrame:CreateTexture("Tankadin_Warn_Frame_Texture", "BACKGROUND");
texture:SetTexture("Interface\\AddOns\\Tankadin2\\Images\\warn1");
texture:SetBlendMode("ADD");
But it seems to missing something as when called by the function:
Code:
UIFrameFlash(Tankadin_Warn_Frame, 1, 1, 3.5, false, 1, 0.5);
It doesn't flash. What am I missing? Yes, the image is there and can be called using Tankadin_Warn_Frame_Texture:GetTexture().