PitBull4 is a continuation of PitBull.
It is currently experimental.
Differences from PitBull 3:
- It's not done
- 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 http://www.wowace.com/projects/pitbul.../localization/.
Forum thread: http://forums.wowace.com/showthread.php?t=15552...
Facts
- Date created
- 01 Aug 2008
- Category
- Last update
- 20 Oct 2009
- Development stage
- Beta
- Language
- deDE
- enUS
- esES
- esMX
- frFR
- koKR
- ruRU
- zhCN
- zhTW
- License
- All Rights Reserved
- Curse link
- PitBull Unit Frames 4.0
- Reverse relationships
- 3
- Recent files
- A: v4.0.0-beta5-23-ge4c6b5b for 3.2.0 on 20 Oct 2009
- A: v4.0.0-beta5-22-g0bbccdd for 3.2.0 on 18 Oct 2009
- A: v4.0.0-beta5-20-gb3e985f for 3.2.0 on 26 Sep 2009
- A: v4.0.0-beta5-17-g8303ec6 for 3.2.0 on 26 Sep 2009
- A: v4.0.0-beta5-16-g8e38c70 for 3.2.0 on 25 Sep 2009
- #719
Liantha Tue, 10 Nov 2009 23:50:43Just started using this mod....excellent mod that requires a fair bit of patience to get into.
One thing I am looking to do is actually change the color of the text on my bars. I want to have HP in one color, and then the names on the bars as a diff color....yet I cant see the option for this anywhere.
Is it possible?
(Im probably being idiotic but I really cant see it :/
- #718
Kitjan Sun, 01 Nov 2009 04:01:20Which spell? There isn't a way I know of to check for the presence of a spell by spellid, instead name+rank+icon is checked (which can be determined from the spellid using GetSpellInfo.)
- #717
silkfire Sat, 31 Oct 2009 08:23:27Help! I want to create a custom lua text that checks for a certain buff on my enemy, but via a SpellID, not the name of the spell, because I wanna check for a certain spell but there's a lot of buffs sharing its name in the game. Thanks in advance.
- #716
vangual Tue, 27 Oct 2009 08:01:36@qqemokitty: Thanks for the feedback! As for the custom placement. I very much wanted to include support for that from day one but the inner workings of PB4 are currently not allowing us to provide offsets for indicators such as the Timers. It's a bit of a non-trivial change to add that functionality so it has been on the TODO-list for ages. The ticket in question is #117 IIRC, feel free to vote on it to express more demand, don't hold your breath for it anytime soon tho.
P.S. To understand how people prefer to place their timers I'm always glad to see screenshots of them in action. Helps us to tweak defaults and options.
- #715
qqemokitty Mon, 26 Oct 2009 21:58:24Pitbull Totem Timer Question!
I have always used and loved the totem timer that's built in with Pitbull. I recently switched from PB3 to PB4 and the new totem timer skin is SWANK and gorgeous. Do love.
However!
There are no longer appears to be away to move the totem timer around aside from changing it's anchor point and position. In PB3 there are sliders for Horizontal and Vertical position, so that you can move the timers to essentially anywhere on your screen. Is this still possible in PB4, and I am missing it? If it is not possible in PB4, please consider this a humble request. :D
I had another question about the totem timer but as I was about to type it my brain made a little BING! And I realized I already how to make it do what I wanted.
Wonderful update to Pitbull, thank you so much!
- #714
Silvanoshei Mon, 26 Oct 2009 03:19:51Sneaver, you have to change that setting for each frame you have, also there is a drop down on the boarder tab that has different places the buff/debuff came from, and you have to disable it on each of those. Its kinda a pain in the ass, I hope they make it easier in the future.
- #713
Sneaver Sun, 25 Oct 2009 23:23:19Is it possible to remove the green/red border that is around a buff/debuff? I have been able to remove it from friendly targets but not from enemies. If there isn't an option for it, could you please direct me to where in the code I could change this?
- #712
Svotnick Sun, 25 Oct 2009 22:20:25Hi there. Using Pitbull for some time now, and it works nice and fine. One thing happened to me today while fighting the Iron Council; this runethingy gives a buff "Rune of Power" to whoever stands on it. Before the fight begins, if one of the bosses stands in a rune, the buff gets shown on the targetframe. But for some reason, during the fight, it doesn't get shown. It shows on my frame, but not on the targetframe. I didn't check whether it shows on the targetframe, if i have a friendly target. I checked and there are no filters active für the targetframe. Any ideas?
- #711
Studdly1 Wed, 21 Oct 2009 01:39:52Is there anyway to remove some info from the player frame ? Like Name - Level - Class ? all useless info not needed since as the owner of the char u know it :D
Thanks btw its looking good :D
NVM after more playing around with it i found how to remove it :D
- #710
Shefki Tue, 20 Oct 2009 21:26:50@chucklenuts: Multiple folders were an optimization to allow better handling of depdencies of the modules. Some modules depend on other libraries. With a single folder system these dependencies could not be loaded only when that module was loaded. This meant for example that regardless of the use of the DogTagTexts module, LibDogTag and LibDogTag-Unit were always loaded. This was causing performance issues for some people.
@Xpl0iter: We have the highlight system to allow you to place a colored border based on buffs/debuffs around a frame. You can easily add things like Slag Pot to this list by going Modules, Aura, Aura filter editor, Simple, and then adding it to Extra friend highlights. As far as debuffs. You can certainly make a white list with the filter editor. Though I must admit it's fairly complicated overall.
@bossmansmith: Unfortunately, a lot of these limitations are limitations of the methods we have of determining range. The RangeFader right now has some limitations with respect to how it can be configured. I may end up splitting the custom configurations into friendly and unfriendly types and going from there. Improving this is still on my todo list, but in the meantime there's the RangeFader2 module that mitch0 (I think) wrote.
@angrysteel: You're in a raid group when you're in arena, set your party frames to show when in a 5 man raid under the Filtering tab.
@Serene, you can positions the auras inside the frame if you want. Play around with the offsets. If you do that you may want to enable the click through option, but realize that doing so will remove tooltips from the auras. Look at the aura filtering system under Modules, Aura, Aura filter editor to customize what auras show.
@Dark666105: There is no way to import PB3 configuration into PB4. The configuration models are pretty drastically different. It's just not worth the time in developing something like that. As far as click casting, use Clique. There's really no reason for us to build that in when Clique is very good at what it does and we fully support it.