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Pet Windows in Combat

 
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halcyon



Joined: 02 Dec 2008
Posts: 17

PostPosted: Mon 12/8/08 7:44 pm    Post subject: Pet Windows in Combat Reply with quote

I have long been fighting the battle of pet windows not updating properly in combat or throwing out errors, the issue is being in combat and pets being summoned/destroyed, this problem has only been increased with fights such as malygos where you are in combat and get put onto a vehicle which is essentially a pet. I _NEED_ to be able to have a window that can view and click target all these pets, I don't care at all about sorting but I need them to show up in a concise list. There must be some way to do this because unit frames can add/remove pets just fine during combat. Any ideas?

Thanks-
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sigg
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Joined: 20 Oct 2007
Posts: 634
Location: Rashgarroth EU / Tiras Porah

PostPosted: Mon 12/8/08 8:56 pm    Post subject: Reply with quote

No it is not possible to do that (as far as I believe)

It is only possible to create a non secured raid list showing all the pets.
But you won't be able to click on it.

sigg
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Cidan
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Joined: 23 Nov 2008
Posts: 112

PostPosted: Mon 12/8/08 10:57 pm    Post subject: Reply with quote

Actually this is possible; using a secure set or sort in a window, and then using the header grid, pick the option for using a pet grid. However, a current bug in RDX prevents the window from repainting in combat, even though it is possible to do so. Secure headers -do- update while in combat, so halcyon is right, this is possible.

I'll put it on my todo list for the next patch.
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halcyon



Joined: 02 Dec 2008
Posts: 17

PostPosted: Mon 12/8/08 11:17 pm    Post subject: Reply with quote

Cidan wrote:
Actually this is possible; using a secure set or sort in a window, and then using the header grid, pick the option for using a pet grid. However, a current bug in RDX prevents the window from repainting in combat, even though it is possible to do so. Secure headers -do- update while in combat, so halcyon is right, this is possible.

I'll put it on my todo list for the next patch.


Excellent, that is what I thought as I was checking the header grid and saw that I had checked this from way back when it was introduced.

In the interim I tried making everything non secure and removing bindings, but it also appears that during combat even un-secure things do not repaint to show updates to the set contents Sad

A similar question, I have also had problems with people joining/parting groups/raids during combat and not being added/removed from the set during combat, should this theoretically work as well?
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Cidan
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Joined: 23 Nov 2008
Posts: 112

PostPosted: Mon 12/8/08 11:25 pm    Post subject: Reply with quote

halcyon wrote:

Excellent, that is what I thought as I was checking the header grid and saw that I had checked this from way back when it was introduced.

In the interim I tried making everything non secure and removing bindings, but it also appears that during combat even un-secure things do not repaint to show updates to the set contents Sad

A similar question, I have also had problems with people joining/parting groups/raids during combat and not being added/removed from the set during combat, should this theoretically work as well?


Yes, this is actually the whole purpose behind secure headers; so they can be securely added to while in combat without taint, using predefined parameters. However there are some exceptions; if a secure header is using the namelist attribute (that is, the secure header is using player names to define who is in a given header) and not the built in class/group filters, then updating while in combat is not possible. Reason being you can't change an attribute on a secure header, in this case the namelist, while in combat.

I will take a look at the rendering engine and figure out the best way to do this.
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halcyon



Joined: 02 Dec 2008
Posts: 17

PostPosted: Mon 12/8/08 11:28 pm    Post subject: Reply with quote

Cidan wrote:
halcyon wrote:

Excellent, that is what I thought as I was checking the header grid and saw that I had checked this from way back when it was introduced.

In the interim I tried making everything non secure and removing bindings, but it also appears that during combat even un-secure things do not repaint to show updates to the set contents Sad

A similar question, I have also had problems with people joining/parting groups/raids during combat and not being added/removed from the set during combat, should this theoretically work as well?


Yes, this is actually the whole purpose behind secure headers; so they can be securely added to while in combat without taint, using predefined parameters. However there are some exceptions; if a secure header is using the namelist attribute (that is, the secure header is using player names to define who is in a given header) and not the built in class/group filters, then updating while in combat is not possible. Reason being you can't change an attribute on a secure header, in this case the namelist, while in combat.

I will take a look at the rendering engine and figure out the best way to do this.


Highly appreciated, thank you!
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halcyon



Joined: 02 Dec 2008
Posts: 17

PostPosted: Mon 12/8/08 11:41 pm    Post subject: Reply with quote

Quote:
However there are some exceptions; if a secure header is using the namelist attribute (that is, the secure header is using player names to define who is in a given header) and not the built in class/group filters, then updating while in combat is not possible. Reason being you can't change an attribute on a secure header, in this case the namelist, while in combat.


One idea in relation to this is to put an asterisk or something similar next to sort elements that are supported during combat, so it is clear when building your windows. And further I know at least for me that during combat even if I normally have some fancy sort, at a minimum I just want the new player/pet to show up in the list so I can heal them, where is far less important than at least being able to get them in it.[/quote]
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halcyon



Joined: 02 Dec 2008
Posts: 17

PostPosted: Tue 12/16/08 5:06 am    Post subject: Reply with quote

Just wanted to poke in and see if there has been any progress on this one?

Thanks!
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Cidan
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Joined: 23 Nov 2008
Posts: 112

PostPosted: Tue 12/16/08 7:29 am    Post subject: Reply with quote

If this comes to pass, it won't be until 7.1; I may have to rewrite large chunks of the rendering engine. It's actually a problem that I never really tackled in a graceful manner and unless I'm able to do so, I won't put it in.

I'm pretty certain I can work it in, but it might take some time and a -lot- of testing.
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