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Author Topic: Hint health bar  (Read 2325 times)

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Ace Productions

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Hint health bar
« on: 02 Sep 2004, 22:43:18 »
Hi once again,

I'm preparing a new script in which I need to have a Hint that will dispay a health bar like the armour and fuel bar for tanks. Problem is no matter how much I searched, I found nothing and I have no clue where to start from!  ???

Anybody any clues?

Offline MachoMan

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Re:Hint health bar
« Reply #1 on: 02 Sep 2004, 23:02:01 »
Ok how about starting with the getDamage command.

Next thing u'll need to do is find some shiny way of displaying the bar.
If text is the only thing you're looking for the hint command is the thing you're looking for.
Otherwise you are going to have to use some kind of Resource background, which is more advanced.
Get those missions out there you morons!

Ace Productions

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Re:Hint health bar
« Reply #2 on: 03 Sep 2004, 07:39:38 »
Thanks Macho Man.

I've already scripted the method with which the damage will be calculated and it's working fine. As text Hints and Hint Formats are concerned I have no problem with creating them.

My problem is how to create a bar that will change according to the health status of the unit. Something like the bar for armour and fuel for vehicles.

Offline MachoMan

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Re:Hint health bar
« Reply #3 on: 03 Sep 2004, 09:29:02 »
Well there is one way i can think of. U can rewrite the standard config.cpp files to include it.  Yep i know that's gonna be a lot o work. You'll have to alter the CfgWrapperUI and the CfgInGameUI.
(Someone correct me if i'm wrong)

About the bar itself, how about making something like eleven (11) textures, each one showing a 10% increase in health, from 0 to 100.

so something like this:
---------------------
|                         |
---------------------
---------------------
|*                       |
---------------------

You'll probably get my point.  ;)

There probably is an easier way of doing this, seeing u van define custom textures in the description.ext, so i guess there has to be some way of using them in game, i'm completely sure how, i'll get back to you on that.
Get those missions out there you morons!

Offline macguba

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Re:Hint health bar
« Reply #4 on: 03 Sep 2004, 10:14:58 »
I don't anything about dialogues, except that there is a slider dialogue.     You might be able to base something on that.
Plenty of reviewed ArmA missions for you to play

Offline MachoMan

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Re:Hint health bar
« Reply #5 on: 04 Sep 2004, 21:31:20 »
Me remembers those darn commandes now, arrrr.

titleRsc & titleobj

one of them creates a screen overlay, the other overlaps it completely, if i remember correctly.
Get those missions out there you morons!

Ace Productions

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Re:Hint health bar
« Reply #6 on: 05 Sep 2004, 01:03:38 »
Macho Man thanks once again.

I'll experiment and report back.

Ace Productions

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Re:Hint health bar
« Reply #7 on: 07 Sep 2004, 14:11:25 »
I'm afraid all my efforts resulted in a big nothing!  :-[

Nobody knows how the armour or fuel bar works for tanks?

olseric

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Re:Hint health bar
« Reply #8 on: 08 Sep 2004, 10:36:31 »
Yeah, it's built into the game engine itself (i.e. hard wired).

Ace Productions

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Re:Hint health bar
« Reply #9 on: 08 Sep 2004, 17:57:37 »
In other words forget about it!  :-\

Zell

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Re:Hint health bar
« Reply #10 on: 09 Sep 2004, 07:03:13 »
Bad luck mate, some things just wernt meant to be

Fishion

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Re:Hint health bar
« Reply #11 on: 09 Sep 2004, 13:33:05 »
I think I remeber seeing something like that on the Scripting Section of the Mapfact page.

but in the end you could just use a Hint with big i's
such as IIIIIIIIIIIII or pipes ||||||||||||||||||||||
to do this. But then you are still stuck with the problem that you'll hear that annoying *ping*

-Fishion

Ace Productions

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Re:Hint health bar
« Reply #12 on: 09 Sep 2004, 17:27:42 »
Thanks Fishion but I'm sure the annoying sound of a hint refreshing will spoil the fun...

olseric

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Re:Hint health bar
« Reply #13 on: 10 Sep 2004, 13:33:54 »
Instead of hints, how about TitleText?

DEAD RABBIT

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Re:Hint health bar
« Reply #14 on: 10 Sep 2004, 23:49:23 »
Well, I think you have to try it again with TitleRsc and TitleObj.

You have to define the object (position and *not sure* size) (lets say, your healthbar) in the description.ext of your mission.

Although I have never fully dug into this before in my entire editing life, I did do some scouting amongst some missions that showed a custom screenie thing during the mission and then goes away, like the ending credits of the OFP campaigns or a better example the Kegety's spectator scripts. You probaly can use this as reference in combination with OFPEC in the same way to make your health bar.

Hope this helps.