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MovePlayerFrame

 
Project Updated:
Files Updated: Wed, Aug 5 2009
Supports Game Version: 3.2.0
Category: Unit Frames
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Project Manager: RomSigurthr
Additional Authors: No additional authors
Current Version: v1.2a
License: All Rights Reserved
Development Site: CurseForge
Avg Daily DL (last 30 days): 12
Downloads Total: 4,986
Favorites: 11
Comments: 11
  • About MovePlayerFrame
  •  

This AddOn allows you to move your base blizzard Player, Party, Pet, Target, and Focus frames via X,Y coordinates. This is a VERY lightweight AddOn that does NOT have the vehicle bug so many others do involving movement of base blizzard frames. Said X,Y Coordinates must be entered directly to the Lua file but this is VERY easily done with detailed instructions.

  • Downloads (3)
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File Name Release Type Game Version Downloads Date
Addon Curse.com Beta 2.3.3 0 9/29/2008
  File Name Release Type Game Version Downloads Date  
  MovePlayerFrame v1.2a Release 3.2.0 3,954 8/5/2009
  MovePlayerFrame v1.1 Release 3.1.0 855 7/6/2009
  MovePlayerFrame v1.0 Release 3.1.0 169 7/5/2009
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  • Unfortunately I no longer have time to play and as a result are no longer able to update this addon. If anyone else wishes to step in and manage the project they are welcome to.

    Sincerely,
    RomSigurthr

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  • luckyjoker said

    It works, a lot of work for me, but it do the job. I had not test the vehicles, but: Thank you.

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  • quandiva said

    You're a genious. I've tried other addons to get them moving but this is just great. Simplicity at its best. Thank you :)

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  • Thank you kindly, glad I could help!

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  • Just a reminder to everyone, make sure to write down your current coordinates for your frames before you update. I forgot and had to take a few minutes to reconfigure.

    Extra thanks to Rom for using my party frame edit.

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  • Working on an update for 3.2 as we speak!

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  • Uploaded v1.2 which is just a bug-fix and game version update directly from v1.1 .

    Uploaded v1.2a which includes party frame functionality. May require some testing! Feedback is welcomed, and thank you infernoreaper for the suggestion!

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  • Pulled version 1.2 in favor of 1.2a.

    Do submit feedback where applicable.

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  • Love this thing. I've been looking for an add-on like this for some time. I don't like the ugly bars from Pitbull/Xperl/etc and this works great for me. Even with manual coordinates, setup was pretty fast and easy (and I'm very picky).

    My only question is: Is/will there be an update to move party member frames?
    If I could move those down a few notches, I could put all my raid frames at the top and make my UI much cleaner.

    Thanks again for this great add-on.

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  • Response to my previous question:

    I looked up the party frames codes and made a custom edit. (Periods used to preserve formatting.)

    ..if (PartyMemberFrameZ:IsShown()) then
    ....PartyMemberFrameZ:ClearAllPoints();
    ....PartyMemberFrameZ:SetPoint("CENTER", UIParent, "CENTER", X, Y);
    ..end

    Just copy that 4 times and replace Z with the party numbers (1,2,3,4), and then make your coordinate adjustments accordingly.

    If you like the edit, please feel free to add it to your current code. Freaking awesome add-on just got a bit better, if I do say so myself.

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  • ChaosInc said

    Few things I'd like suggest now that I've actually opened up the file.

    You can also eliminate the .xml entirely if you wanted to in order to simplify things more. At the start of the .lua file, you can:

    local f = CreateFrame("FRAME")
    f:SetScript("OnUpdate", MovePlayerFrame)

    No sense in making a file bigger than it needs to be. Just that much more for the compiler to read during loading. Yes, I realize not much loading is needed for this, but every little bit adds up in the end.

    On that note, if you wanted to boil it down further, you can hook into the script as I mentioned before. Here's a link to when I asked about it and the response: http://www.wowinterface.com/forums/showthread.php?p=146188#post146188

    For yours, you could simply:

    PlayerFrame:HookScript("OnUpdate", MovePlayerFrame)
    TargetFrame:HookScript("OnUpdate", MovePlayerFrame)
    FocusFrame:HookScript("OnUpdate", MovePlayerFrame)

    This would also eliminate the need for running your own OnUpdate process, reducing performance impact even more.

    As I said, these are just suggestions. Use em if you want. Kudos. =D

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  • Suggestions are always welcomed! =).

    That being said I don't foresee re-writing the entire thing just yet, least until I have a better grasp of what's actually going on in what I change the code to, or if the performance impact becomes such a demanding issue that it really becomes necessary. To an extent I'm hesitant to do away with the constant OnUpdate effect as that's for the most part what eliminates the Vehicle bug; you get in a vehicle and it doesn't send a direct event to the UI to tell your PlayerFrame mod to update itself, which is why all the other mods for this just kind of hang. I'm sure there is an indirect/complicated way to cause the PlayerFrame movement mod to update again but the depth of coding necessary for that eludes me =P.

    I am interested in an alternative route to the vehicle fix though; if it were to check if there has been an update within the last second and then only update if more than a second has passed since update that would nip a lot of the performance issues without affecting the actual intention of the mod.

    In napkin code:

    function MovePlayerFrameUpdate
    ..if TimeSinceLastUpdate > 1.0sec then
    ....MovePlayerFrame
    ..end
    end

    (periods in there are to preseve formatting for the scheme (i think thats the right word) formatting got messed up when posting)
    I have the ideas but not the knowledge/experience to implement. As I've said I only started to pick up Lua about 36hrs ago now.

    I have no idea how to get that napkin code itself to run, without having it tied into an OnUpdate inside the XML, LOL! And idk the proper syntax for the brunt of that code. I gave up on trying that route after many miserable failurs with a guess/check method, and realizing that having it itself run on OnUpdate probably isn't any better than what I've already got.

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  • ChaosInc said

    Event: UNIT_EXITED_VEHICLE

    Requires a unit check for arg1.

    if arg1 == "player" then
    do stuff
    end

    Note on the OnUpdate hooking: The point is that if you hooked the script, you would have no need for the OnUpdate at all. You wouldn't even need the visibility check as "OnUpdate" scripts only run while a frame is visible (which would be then handled by the frames themselves).

    I've played with this issue for a while now until someone pointed me to the event firing. I just recently added the fix to CFM and it works fine now; just haven't released yet as I'm fixing some other stuff first. I started with XML at first, but it became a pain. I also banged my head for a while with OnUpdate stuff as well. Finally figured it out, here's an outline for you explaining each step.

    http://pastey.net/117152

    The problem you'd run into with this, however, is that your code would override the existing OnUpdate script for the frame, which would break it (no hp/mana/energy updates, etc). Which is why hooking is a much safer if you were to use this method.

    Don't feel bad if you don't get it at first. It's a lot of "advanced" stuff to take in all at once, especially if you've only been working with it for 2 days. Remember: everyone started new at some point. =D

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  • Awesome, thanks for all the help and tips. I'm still working on understanding things, but its coming along steadily.

    I made a re-designed version, am in the process of uploading it to curseforge as a seperate project, because I like the way this one works for myself. The redesigned one still works perfect but it has a noticeable delay in moving the frames when getting in/out of vehicles (which is the point of not having it run OnUpdate every frame).

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  • ChaosInc said

    Alternatively, if you want don't want to run OnUpdate constantly, you can directly hook into the frames existing scripts as I did with CFM. You can simply hook into the OnShow function (or whatever you want) and apply the frame changes.

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  • Frogofdoom said

    Nice job finding a solution for the vehicle issue. I did a CPU profile of this though, and CPU time is a little ugly because of the OnUpdate nature of this mod. Not a problem if you have a good computer, but I think it's worth noting for those with underpowered computers.

    Incidentally, an easy optimization you could do to reduce that CPU time considerably is add a check for the Pet, Target and Focus frames to see if they're shown ( i.e. if (TargetFrame:IsShown()) then ) before moving them.

    Anyways, thanks. I've been looking for a solution for the vehicle thing and I never would have thought of this.

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  • Thanks! I included your optimization request and am uploading a new push tonight. My machine couldn't even detect any difference in cpu load so I didn't bother checking. Excellent idea though!

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  • llluke said

    Tested this addon, and love it totally not hard to edit the settings at all. A+ just wish my buffs would move as well anytips? there still at top right

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  • Thanks! I have no idea how to move the buff frame, I'd suggest trying to find another mod for that. This is my first addon, and I just started to learn the coding like 24hrs ago. Lol!

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