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PitBull Unit Frames 4.0

Unit Frames Login to Add Favorites
  • World of Warcraft
  • 28,159 Monthly Downloads
  • Supports: 6.1.0
  • 3,780,213 Total Downloads
  • Updated 03/03/2015
  • Created 08/01/2008
  • 3,145 Favorites
  • Project Site
  • Comments
  • Release Type: Beta
  • License: All Rights Reserved
  • Newest File: v4.0.0-beta55
Support development! **

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.



If you want to help localize PitBull in your language, go to

Forum thread:

tag v4.0.0-beta55
Benjamin Staneck <>
2015-03-03 22:02:03 +0100


Kyle Buller:
    - Update Priest and Warlock aura filters
    - Add "Boss debuff" aura filter
    - disable word wrapping on font string controls (6.1 fix)
    - disable word wrapping on font string controls (6.1 fix)
Benjamin Staneck:
    - Alabaster Shield was removed in 6.1
    - Update TOC for Patch 6.1
    - Add Clarity of Will to Priest friend buff filter.
    - Fix arrow/diamond graphic on the Eclipse indicator.
    - Eclipse: Fix icons for lunar/solar peaks, Blizzard changed the spell ids and then didn't bother to update their own constants.
    - Fix weapon enchant display in Aura module (mostly fishing lures now).
Kyle Buller:
    - Remove the promoted restriction for Ready Check Icon
    - Auras: update Paladin filters
    - Aura: update Death Knight filters
    - Aura: update Warrior filters
    - Aura: update Mage filters
    - Aura: update Hunter filters
    - Aura: update Death Knight in "My class can purge" meta
    - Aura: add Death Knight and Warrior purge checks and fix Druid dispel checks
    - Aura: add Rejuvenation (Germination) to Druid friend buffs
    - Chi: increase max possible chi to 6
    - make sure BarModule:UpdateFrame is only returning a boolean
    - Aura: set the swipe color on update to also update the effective alpha
    - Aura: readd the unchanged check before setting the cooldown to minimize flickering


First Previous Page 81 of 266 Next Last
  • #3283
    Does anyone know if Interact Lines might ever make a comeback? I loved those.
  • #3285
    Not likely. There were problems with them in the past.
  • #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

    lol? are you kidding me?
    take a look for yourself bro, this is not bullshit :

    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

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

    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?
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