[CF 1586] Question about activation border notifications
tmw-issue-import opened this issue ยท 4 comments
Questions about notifications:
When making a notification like:
On start - stop animation
On finish - activation border
Ive noticed that upon logging in, or leaving tmw after tweaking something that the animation doesnt fire. It has to cycle once before it starts to reliably fire. Counts for all cooldowns using this method.
And when trying:
While condition set passing
playing activation border when Spell cooldown useable and
I see that it plays immediately when ready, no need to cycle it once. But ocassionally the activation border will strongly flicker. Which is an annoyance.
Posted by CurseForge user IcewolfDK | Imported from CurseForge issue #1586 | Raw
I'll need an example of an export string that can reliably reproduce this.
Posted by CurseForge user Cybeloras
This is the first icon with animation border stopping on start. And animation border activating on finish.
It has to cycle once before the animation shows.
^1^T^SType^Scooldown ^SShowTimerText^B ^SName^SStormkeeper ^SEnabled^B ^SConditions^T ^N1^T ^SType^SALIVE ^SUnit^Starget ^SPrtsBefore^N1 ^t^N2^T ^SType^SREACT ^SPrtsAfter^N1 ^SUnit^Starget ^SLevel^N1 ^t^N3^T ^SType^SCOMBAT ^SAndOr^SOR ^SPrtsBefore^N1 ^t^N4^T ^SType^SMOUNTED ^SPrtsAfter^N1 ^SLevel^N1 ^t^Sn^N4 ^t^SGUID^STMW:icon:1RU5Ol45zCqV ^SEvents^T ^N1^T ^SType^SAnimations ^SAnimation^SACTVTNGLOW ^SEvent^SOnFinish ^SInfinite^B ^SOnConditionConditions^T ^N1^T ^SType^SSPELLCD ^SName^SStormkeeper ^t^Sn^N1 ^t^t^N2^T ^SType^SAnimations ^SAnimation^SICONCLEAR ^SEvent^SOnStart ^t^Sn^N2 ^t^SStates^T ^N1^T ^t^N2^T ^SAlpha^N0.5 ^t^N3^T ^t^N4^T ^t^t^t^N85403^S~`~| ^Sicon^^
Heres the oddball one. Showing nofication while condition set is passing. Which is when spell cooldown is useable. It glows immediately when you look at something unlike the first one. But it pulses each and every time when I start a cast.
^1^T^SType^Scooldown ^SConditions^T ^N1^T ^SType^SALIVE ^SUnit^Starget ^SPrtsBefore^N1 ^t^N2^T ^SType^SREACT ^SPrtsAfter^N1 ^SUnit^Starget ^SLevel^N1 ^t^N3^T ^SType^SCOMBAT ^SPrtsBefore^N1 ^SAndOr^SOR ^t^N4^T ^SType^SMOUNTED ^SPrtsAfter^N1 ^SLevel^N1 ^t^Sn^N4 ^t^SName^SStormkeeper ^SShowTimerText^B ^SEvents^T ^N1^T ^SType^SAnimations ^SAnimation^SACTVTNGLOW ^SEvent^SWCSP ^SOnConditionConditions^T ^N1^T ^SType^SSPELLCD ^SName^SStormkeeper ^t^Sn^N1 ^t^t^Sn^N1 ^t^SStates^T ^N1^T ^t^N2^T ^SAlpha^N0.5 ^t^N3^T ^t^N4^T ^t^t^SEnabled^B ^t^N85403^S~`~| ^Sicon^^
Hope you can figure it out.
Cheers.
Edited Oct 7, 2018
Posted by CurseForge user IcewolfDK
The first one is working as intended. The animation doesn't start until the timer on the icon finishes. The timer doesn't finish unless its already been running. When you first log in or leave TMW's configuration, the timer hasn't been running, so it doesn't trigger. While condition set passing triggers would be a much better solution for what you're doing, which leads me to your second one...
The second one was a timing issue with a performance optimization in TMW related to checking the GCD. Not sure how this never got noticed until now, because this certainly has been broken for many years. Will be fixed in the next alpha.
Posted by CurseForge user Cybeloras
Thank you, im glad to hear this. Id really prefer using the second method.
Posted by CurseForge user IcewolfDK