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PitBull Unit Frames 4.0

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  • 45 Likes
  • World of Warcraft
  • 13,962 Monthly Downloads
  • Supports: 5.4.0
  • 3,455,912 Total Downloads
  • Updated 09/30/2013
  • Created 08/01/2008
  • 3,049 Favorites
  • Project Site
  • Comments
  • Release Type: Beta
  • License: All Rights Reserved
  • Newest File: v4.0.0-beta48
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About PitBull Unit Frames 4.0

PitBull4 is a continuation of PitBull.

Differences from PitBull 3:

  • It's mostly done, but not entirely done thus why there are still only betas (despite this it is still very stable).
  • Documentation is written before functions
  • Much easier for third-party extensions.
  • Options will be much, much simpler. In 3.0, there's about 200 panels that you can mess with, it's overwhelming. I want to bring this down to somewhere around 10.
    • Layouts are defined deterministically and unit groups use the layout rather than ad-hoc layouts on a per-unit basis. This will make setting up your unit frames far, far easier.
    • Due to some decisions made, 4.0 is actually more configurable than 3.0. As a layout designer, you will have a lot more control over how things look. You can have different fonts on the same frame, different textures, more precise positioning, and a whole slough of other things.
  • CPU Efficiency will be taken much more seriously.
  • It uses Ace3 instead of Rock.

FAQ: http://www.wowace.com/addons/pitbull4.../faq/.

Guide: http://www.wowace.com/addons/pitbull4.../guide/.

If you want to help localize PitBull in your language, go to http://www.wowace.com/projects/pitbul.../localization/.

Forum thread: http://forums.wowace.com/showthread.php?t=15552...

tag v4.0.0-beta48
e12b815ec6f79b2a9b9df108a26d4a890a747002
Shefki <shefki@shefki.org>
2013-09-30 09:31:18 -0700

Tagging as v4.0.0-beta48

--------------------

Shefki:
    - This commit should fully fix the problems people have been having with SetFont() errors.  If the font returned from GetFont is nil then use our cached font and size.  Size whenever font is nil will be an uninitialized value and so the existing fix would still throw errors when the size ended up being less than or equal to 0.
    - It doesn't make sense to call GetFont on a new FontString.  The flags should not be preserved, so just set the font and size and leave the flags as "".  The AddFontString call later will set the flags properly. If the font string already exists then you want to preserve the flags.
    - Fix some typos that were fixed on nebula1169's branch.
    - Remove some values I set to help debugging ticket #1050.
    - Hopefully avoid the SetFont errors for sure now assuming that the problem is that GetFont() doesn't work immediately after a SetFont() while the game is still loading in.
    - Missed wrapping a geterrorhandler() in pcall().
    - Protect against Blizzard's error handler throwing an error, which is why the protection code didn't allow the frames to work even when the SetFont error was happening.
    - Stash the DEFAULT_FONT and DEFAULT_FONT_SIZE so I can get people having the font problem to show me what's being stored.
    - Wrap the SetFont and SetAlpha calls in pcalls() which should prevent errors with them from breaking frames entirely.
    - Make the Vengeance fix backwards compatible.
Benjamin Staneck:
    - use a different ID for vengeance that works in 5.4
Shefki:
    - Remove unnecessary constants that I added on accident.
    - Hopefully stop some rare errors in LuaTexts about SetFont.

Comments

First Previous Page 69 of 254 Next Last
  • #3282
    Are there any plans to add boss frames (the frames that show up below the minimap in stock blizz UI for encounters with multiple bosses)? Thanks.
  • #3284
    Eventually, but I won't say soon.
  • #3280
    @Shefki

    lol? are you kidding me?
    take a look for yourself bro, this is not bullshit : http://www.xfire.com/video/41a402/

    not trying to be rude or anything but srsly, they figured out a way to fix this, stop saying it's impossible or pretending I'm wrong.
  • #3281
    Your own video demonstrates they have a bug with Worgen males just like we do. In stuf if you select full body then you get portrait, if you select portrait you get full body.

    In PitBull4 you always get full body.

    Both of these issues are caused by the view configuration being wrong on the model. Camera view 0 is supposed to be portrait, camera view 1 is supposed to be full body. On this particular model (and several others) they are reversed.

    When you set the unit on the model frame it is supposed to default to the full body camera view. Despite this model being have the camera views flipped it still defaults to full body.

    Stuf takes and calls SetCamera(0) or SetCamera(1) after they SetUnit. PitBull4 only calls SetCamera(0) if you have portrait views selected. We used to do the same thing that Stuf does but it causes some full body portraits to not have the proper zoom set and just show up as a blob.

    If you want to get down to brass tacks. PitBull4's behavior is more correct because at least our full body setting is right. Stuf's behavior is always exactly the opposite of how you have it configured. I'm willing to bet that our Portrait behavior is more correct for more models because I've spent a fair amount of time digging into the issues with the model viewer.

    But the fact is some models are just bugged in the game and I'm not willing to start building a database of every model in the game with corrections for all the screw ups. At the beginning of Wrath Human Males had the same sort of problem that Worgan Males have right now. You'll just have to wait until Blizzard fixes them.
  • #3274
    Hi, I am havinf real trouble setting up party targets...... I have taken a look through the "guide" on how to set up party frames but it is really sketchy on how to set up party target other than "they are like raid frames".

    Does anyone have a good text or pictorial guide on getting patry targets working?

    ty all
  • #3277
    Just create a new group call it say Party Targets, change the Unit group drop down to Party targets. Note you're change the Unit group dropdown not the Current group dropdown. From there it's just like configuring any other group.
  • #3273
    @Shefki

    This is not true at all. Here's my UI using stuf ;

    http://img545.imageshack.us/i/worgen.jpg/

    Just saying this because maybe you guys would want to use their code or w.e, I wish my pitbull layout had a working portrait.
  • #3276
    I call shenanigans. I specifically went and downloaded stuf and checked. The portrait shows exactly the same as it does in PB4 with the same settings. Plus their code is roughly identical to us in this case.
  • #3270
    I'm using this code (*) to display the names. But when I am in a raid or in a party, the frames stay well behind any window I might open, but the names always show through any window. Is there a way to change the strata of the names only?

    *
    local r,g,b = ClassColor(unit)
    return '|cff%02x%02x%02x%s|r',r,g,b,Name(unit)
  • #3279
    Adjust your frame starta or frame level. If you set it to low then they'll probably be behind things. My guess would be that whatever windows you're opening up are at the same strata as you have your frames configured but their items are under the frame level that the text gets set at.
  • #3271
    Anf while wer at it, how can I make it so the friendly player shows in class color, and all the enemy's in red/yellow?
  • #3278
    You haven't been 100% clear by this but really what you want should be fairly obvious how to configure by adjusting the Color by checkboxes for the bar you want to change the color on.

    The following could color friendly players by class, NPCs by hostility and enemy players would show by whatever the normal rules were for the bar:
    Check Color by class, Uncheck Color PvP by class, Uncheck Color by hostility, check Color NPCs by hostility.

    If you check Color by hostility then enemy players would show based on their PVP status (Blueish in sanctuaries where they are considered Civilians, Red when flagged, and I don't remember precisely how they're categorized when unflagged on non-PVP realms).
  • #3317
    That would make the bar color change.

    What I want to have is the Name Text to change color in the way you just described: color friendly players by class, NPCs by hostility and enemy players would show by whatever the normal rules were for the bar.

    There are two presets that is 'Name:Class-colored' and 'Name:hostility-colored' but I want them both. Class-colored for friendly targets, and Hostility-colored for unfriendly targets. Is it possible?
  • #3375
    Try again, maybe..
  • #3269
    Is it possible to make a text for the alternate power bar? I know how to create and edit a text, but I can't find what code to put in to show how much sound I have, either the number or the percentage. I'm using DogTag.
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