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The issues others are reporting with range not working in groups has to do with the new GetNumGroupMembers function returning the number of members in your group (including the player) in *both* raids and parties. So when joining a 5 man group automatically (like through LFD tool), the code in GridRoster.lua thinks it's a raid group. Namely, the code on line 261:
local units = (GetNumRaidMembers() == 0) and party_units or raid_units
GetNumRaidMembers() aliased to the new GetNumGroupMembers() will never be zero when the player is in a party so units will always be set to raid_units. Then when the range check module is run it is called against UnitID raid1, raid2, etc which are invalid while in a five man group, causing the UnitInRange(...) call to fail and resulting in the unit being marked out of range.
I changed that line of code to be:
local units = (GetNumRaidMembers() < 6) and party_units or raid_units
and now the range checking works fine.
I forgot another change to make sure the proper group type is detected. The function on line 121 of GridRoster.lua looks like:
local function GetGroupType(...) local count = GetNumRaidMembers() for i = select("#",...)-1, 1, -1 do if count > select(i,...) then return "raid"..select(i+1,...) end end return GetNumPartyMembers()>0 and "party" or "solo" end
This code again calls GetNumRaidmembers() aliased to the new GetNumGroupMembers() which returns a number between 2 and 5 when a player is in a 5 man group. This causes grid2 to set the layout to Raid10.
When I changed the function to the following it fixed this issue:
local function GetGroupType(...) local count = GetNumRaidMembers() if count > 5 then for i = select("#",...)-1, 1, -1 do if count > select(i,...) then return "raid"..select(i+1,...) end end end return GetNumPartyMembers()>0 and "party" or "solo" end
@Riory: Go
Thank you for your explanations about the issue. Uploaded a new revision.
I tested the new version in 5 mans on Beta and it properly detected the group as a party instead of a raid and the 38y range check was working correctly.
There is still a strange issue with LFR not properly updating the layout to Raid25 but the queues for LFR are so long I haven't been able to really figure out what the problem might be.
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