Originally Posted by
llDemonll
why do people delete things like this?
leave your problem up and post the answer. it's frustrating when you search google for an issue and come across a thread like this
Thought I had, edit messed up a bit. At any rate, here's the solution such as it is.
Textured frame,
Code:
-- Rage flash frame
local f = CreateFrame("Frame","rageFrame",WorldFrame);
f:SetFrameStrata("BACKGROUND");
f:SetClampedToScreen(true)
f:SetAllPoints(UIParent)
local t = f:CreateTexture(nil,"BACKGROUND");
t:SetTexture("Interface\\AddOns\\TankScripts\\Textures\\rage.tga");
t:SetAlpha(0.5);
t:SetBlendMode("ADD");
t:SetVertexColor(1, 0.1, 0.1);
t:SetAllPoints(frame);
f.texture = t;
f:SetPoint("CENTER",0,0);
f:Hide();
Then trap the UNIT_POWER event to start the flashing when over 60 rage and stop it when under or not a rage user.
Code:
if (event=="UNIT_POWER") then
if(UnitPowerType("player")==1 and TS_SAVAGE=="on") then
if(UnitPower("player")>=60) then
if (UIFrameIsFlashing(f)) then
-- f.fadeInTime = 0.4;
-- f.fadeOutTime = 0.6;
-- f.flashInHoldTime = 1;
else
UIFrameFlash(f, 0.5, 0.5, -1);
end
else
if (UIFrameIsFlashing(f)) then
UIFrameFlashStop(f);
end
end
else
if (UIFrameIsFlashing(f)) then
UIFrameFlashStop(f);
end
end
end
The upshot of that is a flashing full screen transparent texture when I'm over 60 rage. The intent in this case was to alert me when I was ready to use Savage Defense.