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However, I am not always online and often busy with real life issues, if you use Discord, you can join the Dead4Mods [discord.com] discord server, there you can ask any source related modding and there's quite a lot people in there including me that could help you, or you can talk to me privately by finding my profile in the server (juninho3).
However there is limitations, you can't change the color using "fgcolor_override" and you are limited to 1 perm health bar texture and 1 temp health bar texture.
I am glad I could help, good luck on your edits!
And yeah, you can't have dynamic colors with it. Just FYI, you can change the color of the text using "fgcolor_override", it actually doesn't have to be "PingLabel", it can be any control name. it's hardcoded in scoreboard to show the ping.
Another problem that I want to mention is that the label will display as 1 when you are dead, it doesn't matter if you delete "HealthNumber" and "HealthIcon", those 2 control names are the only true label that disappears after you die. This is a problem when tomaz made his nextHUD, so he decided the cover it with black background.
For my Apex-inspired HUD mod I managed to have a second %HealthNumber% by using an unused ID called "PingLabel". (It's used in the scoreboard, and I wanted it to show near the player's name in-game too, but it doesn't work and stays at 0. I then thought of using %HealthNumber% as its text value, and that worked.) It just doesn't have dynamic colors, but it works--just letting you know in case that gives you ideas in the future.
But yeah, no way to have text that dynamically changes depending on health state, so sadge.
Sorry if this is still confusing to you, so feel free to reach out to me if you need any further assistance! :)
Yeah, I have tried to figure that out back in the past as well.
At first, I used 2 'Health', 'HealthNumber', and 'HealthIcon', and I realized that you can only have 1 of each control in a res file. Substituting the text with 'HealthNumber' and 'HealthIcon' don't work either since it will display the same text regardless of health state.
Yes, my RE3:R health bars' text gets cut off when you are low on health. Until I published this add-on, I thought of an idea.
So the only way to display the health bar and the message without them being cut off is to make your own message texture and combine it with health bar texture, and add a super long transparent width to the right (like 100x from the original texture) just like I did in this HUD, that way it will never get cut off regardless of health state (except when you are dead of course, but you can replace the dead overlay to display the health bar and the message if you want to).
I did notice the ally health bars' colors changing--it's definitely one of the unique parts about this. Very accurate to the RE:R ones. Great job!
One of the modifications I'm experimenting on is the change of the (player-side only) incap health to say "DANGER" instead of a number, just like in RE:R. I kinda wish we could do this dynamically with the normal localplayerpanel.res, too--something like if the health bar is green, it says "FINE", whilst "CAUTION" for orange and "DANGER" for red, since the colors already match.
Do you think something like this is possible?
This was an experiment where I trying to figure out to make the tricolor health bars undepleted, and it works surprisingly with the system.
And yes, you are allowed to make modifications and publish it to the workshop while providing the credits, I would love to see edits of my add-ons.
If I make some changes based on personal preference, can I upload the edited version on my workshop? I'll be sure to credit you. (Asking in advance, because I really love this design that you made.)