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Sort of. But it had an unintended side effect that I am now working on.
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Removed alwaysontop="true" from _ProfitUI_TargetCasting.xml. I made this change to prevent the target casting bar from interfering with accessing the bank vault slots, and other windows, it was overlaying.
TalTal, would you please make this change to the updater _ProfitUI_TargetCasting.xml file? Any further news on adding a target casting check box setting in the control center? |
Just checking in to see if there has been progress on a way to set this to show on log-in instead of using the macro.
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ProfitUI_Settings_TargetCastBar.txt was work well by deleting the following lines from servername_playername_eq2_uisetting.xml.
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<Window Name="TargetCasting" alignment="8" alignment_offset="79,-320" locked="true" size="340,25" />FYI. |
So i had the checkbox in the profit ui center for about a week and it went away for no reason at all.. i've run updater again and again and reset it.. but I can't get the ability to check the box to come back.. anything im missing maybe.. I still show the file in my folders and the eq custom folder.. it just doesn't have a box for me to check to get it to show..
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(Returning player, fresh install of PUI)
Not sure if this is related, I play a templar and my melee attack button toggle (auto attack?) toggles off constantly during a fight, after a spell is cast and after a melee auto attack. Looked around for setting to change this and didnt find one. Note1: melee attack toggles off after every spell cast and melee auto-attack. Note2: when spell is cast, the visible weapon is swapped to caster item (visible) and does not switch back to normal visible melee weapon. Note3: regardless of animation or item in hand (visible one) activating melee attack still attacks with normal melee weapon. Note4: tried to reset all settings to default. melee attack still toggles off. |
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General consensus is there's a lot of bugs in the spell ranged autoattack toggle code, the devs seem to have had tunnel-vision and looked only at the "ranged weapon, no melee" case and assumed that any caster who wanted to melee would not have a ranged spell weapon in their ranged slot at all. |
This did not even start happening until I installed ProfitUI, being a templar there is not much choice for ranged items. What you say might be true for the animations but the fact that melee attack (button) toggles OFF, I am not switch to ranged attack mode, this is all within melee range, and happpens while standing on top/inside of the mob. This is an issue with ProfitUI. I have since un-installed ProfitUI and every has returned to normal. I do like the UI so If we can narrow down what part is defective, I can skip installing that file and use the rest of it.
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maybe the thing that populates the bottombar after a delay for logging the character in?
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ya'd think they come up with fix for that. Anyway tossed in a petition to see what it leads to.
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I just started a Templar and had this problem show up. I can't remember if it was the case with the last one played many moons ago. In any event, it drives me nuts. I'm going to /bug that as a serious mechanics defect.
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if u look on the first page there is a post saying so and so can be my guienea pig. You download that file and add it to you profit ui folder and wham you have a box you simply uncheck and check in ur tools button on start cube.. only downfall so far I see is the fact i can't arrange my bottom bar now because that option wasn't in the file and if i run the updater i lost the target casting bar check box..
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This worked great.. but I had to run the updater and then lost the option. Could the turn target casting bar box be put back into the control window. I have the marcro set up lol.. but was so used to using the control center. |
r u going to be putting the casting bar option back into the ui by a check box or we still gooing to have to use the macro.. loved when it was a check box option :) thanks in advance.
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Is anyone else seeing what the target and implied target are both casting?
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A new issue that's a big problem for the healers... apparently the monster's castbar is now being shared with the player castbar. Healers in general target their tank, and need to see the implied target's casting. Right now, the monster's castbar goes away when the tank casts an ability.
In raids especially, healers DEPEND on seeing the mob's cast bar. Some detriments are so awful that they have to be cured before they tick even once, and that means you have to click your cure button JUST BEFORE it hits. There are usually NOT good visual cues saying that the monster is casting the Curse O'Doom in 5, and even if there were, if you have your graphics turned way down for raiding, you probably can't see it anyway. Please, fix that cast bar ASAP! I don't care what my tank is casting, I need to see the casting activity of whatever the tank has targeted! Forum threads on this topic:
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It's in the default UI and not something we can really change. If the target window itself has a cast bar, you may have to depend on that for now. Any UI that uses a separate larger cast bar, has both bars overlayed on top of one another. There's no way to decipher NPC from PC casts in the UI.
This just needs to be reverted by SOE for PVE. |
I don't think I've seen any problem with the target and implied-target windows themselves. They seemed to both be working OK on raid last night. The independent casting bars (the ones you can show in the middle of the screen) were doing that, but I think that's because there's only 1 casting-bar window and it's trying to do double-duty and failing half the time (which half depending on your role).
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Most healers rely on the large stand-alone cast bar. It is suddenly showing both target and implied target casting on the same cast bar and the mob cast is being overwritten by the tank cast. It's just horrible to deal with. I don't know if it needs to be separated on sony's end or the UI end. It needs fixing asap.
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Thanks. I'll take a look at it and see about shifting the second one down.
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Terrorgaunt wrote:
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