ag_UnitFrames
Customizable unit frame addon.
- How to configure the unit frames in 3.0
Press "esc" to open the options menu.
Press the "Interface" button.
In the interface options window, press the "AddOns" tab.
Select "AG Units" from the tree of available addons.
Press the "Open AG Units Options" button. This will open the AG Unit Frames options window.
(Alternatively, you can write "/aguf" in the chat.)
- Latest update
Hi guys,
I know there's still some things missing, like layouts for example.
I would have loved to keep the old version of AG Unit Frames up until I thought the new version was 100% ready, but 3.0 came out, so I had to put the new version up. The old version not compatible with 3.0.
That said, I feel that the new AG Unit Frames is much lighter than the old one, while being easier to configure, contains more modern features and so on. As soon as the glitches in the wake of 3.0 is smoothed out, I'm sure many of you are going to be pretty happy with it.
Regarding the missing layouts, the layout system was completely changed, which makes the old layouts incompatible. It is much better and dynamic now and allows for a lot more customization, It is unfortunate that I haven't had time to rewrite some of the old layouts like "classic". I really plan to.
I hope this answers some of your questions!
- Issues
There is a problem where party members won't be created correctly if they join while you're in combat. This is a bug in the Blizzard interface code and won't be fixed until they release a new patch. This affects all unit frame addons.
See http://forums.worldofwarcraft.com/thread.html?topicId=11829374079&postId=118282996524&sid=1#0
anyone notice this ?
BLUE POST:
I've been asked to affirm that the deprecation of :SetTexCoordModifiesRect() is a deliberate change for technical reasons.
However, a proper tiling system should be appearing soon on the PTR by implementing two new characteristics on texture objects: horizTile and vertTile. When one of these is enabled for a texture, that texture will not be stretched in that direction if the texture object size and texture file size are different; instead, the render will maintain a 1:1 ratio between texels and pixels, and tile the raster in that direction to fill the available space.
This will allow you to tile textures automatically, rather than by specifying the number of times you want the texture repeated (which you should still be able to do if it better suits your needs).
Right now the preferred way to activate this is to create the texture in XML and use the <Texture horizTile="true"' vertTile="true"> tag attributes. Lua methods should exist for this(texture:GetHorizTile(), texture:SetHorizTile(tile), texture:GetVertTile() and texture:SetVertTile(tile) ), but presently the implementation may produce peculiar results when these settings are changed after texture creation.
I've been asked to affirm that the deprecation of :SetTexCoordModifiesRect() is a deliberate change for technical reasons.
However, a proper tiling system should be appearing soon on the PTR by implementing two new characteristics on texture objects: horizTile and vertTile. When one of these is enabled for a texture, that texture will not be stretched in that direction if the texture object size and texture file size are different; instead, the render will maintain a 1:1 ratio between texels and pixels, and tile the raster in that direction to fill the available space.
This will allow you to tile textures automatically, rather than by specifying the number of times you want the texture repeated (which you should still be able to do if it better suits your needs).
Right now the preferred way to activate this is to create the texture in XML and use the <Texture horizTile="true"' vertTile="true"> tag attributes. Lua methods should exist for this(texture:GetHorizTile(), texture:SetHorizTile(tile), texture:GetVertTile() and texture:SetVertTile(tile) ), but presently the implementation may produce peculiar results when these settings are changed after texture creation.
I had the same problems as you, and I managed to resolve them simply by removing the IncomingHeals module in the options.
I hope that it can help some :/
If been using Shadowed_Uf parallel for a while now on some chars which made it really easy to transfer all the settings from ag to suf, it's a good and handy replacement, with nice but not to many options. Try it out, you'll like it.
i tryed pitbull yesterday.. oh the horror!! so many options :((
i guess i'll be trying this shadowed_uf thing. but nothing will be the same again anymore ;((
RIP ag_uf
hope some1 will fix the ag_uf soon.
- No name on the frame
- Color changed
- Wouldnt change frame when target
- FIX it please - Soonish
The colours are bugging and health pools stay at 100% when they are dropping, don't refill when healed etc.