XCOM 2
Hide Squad Select Health Bars
45 Comments
TechnoKnight 15 Aug, 2018 @ 3:12pm 
@Dragon32
Thanks man ^_^
Dragon32 9 Aug, 2018 @ 11:17am 
@TechnoKnight:
Just get robojumper's Squad Select for WotC. It's fantastic.
TechnoKnight 8 Aug, 2018 @ 11:30pm 
Is it compatible with WotC?
Phrozehn 22 Nov, 2016 @ 10:58am 
Can anyone help: I us emod and the health abr disappears, but the spac eit wa sin is just blank rather than being takena way completely (ie. there's the same space as with the health bars between the top of the squad select and my ShowMeTheSkills stuff. Anyone know how to remove the gap like in the SS?
Moofrog 26 Sep, 2016 @ 2:13am 
Hey there. Love your mod. Do you know how to remove the grey spark bar ingame thats over the units heads and making it impossible to enjoy Numeric Health Display with a shorter bar width? It seems to belong to the same Spark Update. Would be nice if you could include it in your mod as well. Thanks. Dont know where to look to find the settings for that grey ugly bar underneath the actual health bar. :steamsad:
robojumper  [author] 23 Aug, 2016 @ 8:40am 
@Sorry for party feeding
You might want to read the description again. It's not that long ;)
Anomandaris 23 Aug, 2016 @ 3:30am 
Works fine except with SPARK unit. His health bar is still showing when he's injured
ManuelJPV 21 Aug, 2016 @ 6:23pm 
@Farkiller
Same here, doesn't work with or without LW Toolbox :(
robojumper  [author] 9 Aug, 2016 @ 2:02am 
@Farkiller
Thanks for the info.
Farakill 7 Aug, 2016 @ 9:49am 
I started another campaign with LW Toolbox OFF and it still isnt working. The health bars just have one block and the rest of the bar is blank (no segment dividers). Maybe the LW Perk Pack?
robojumper  [author] 7 Aug, 2016 @ 8:00am 
@Farkiller
I can test that out on thursday.

@BigBoss, zion6
Although my opinion hasn't changed, I get that the way I am provoking on that issue and the place where that happens may not be the best one. It's not like I'm trying to hurt anyone.
As such, I'm removing that from the description (but leaving the comments up, delete them if you want), and will hopefully find a better way of discussing that matter.

As of right now, XCOM 2 Modding is only starting, and everyone has different opinion on how this community should work. We'll see how it evolves.
Farakill 7 Aug, 2016 @ 7:25am 
not working with LW toolbox
mR.MaG0o 6 Aug, 2016 @ 10:46pm 
@robojumper,
As I said, it is a friendly request.
Like @zion6 said, "you are totally entitled to your beliefs", if you think that's the right thing to do it, keep doing it.
I don't think addressing your "questions" will take us anywhere. It would turn into a philosophical discussion with no real practicality on the issue, because what I think in ultimate stance will not make things change (maybe your thought process at most), so no point in extending myself.
I just think a description of your mod will be hugely better for your work than "giving your personal opinion on someone" which could invite debate and that you could be wrong and unfair about it.
That's all, bro.
Nice work, thanks for all, peace.
zion6 6 Aug, 2016 @ 10:28am 
Hey Robojumper-relax a bit-I think people just react to your description of your mod-no where in the description is a line about what your mod is except in the "name" of the mod itself-it's really just a rant/opinion on someone else.
This is a bit unusual to see in the Steam Workshop when you are searching for mods is all, and by giving your personal opinion on someone, you invite debate! I would think you might expect that eh?
So-thanks for the mod and don't take the comments personally. Nobody is calling you names or insulting you, and you entitled to your beliefs, but perhaps post them somewhere other than the "description" of your mod? How about just a "description" of your mod which BTW is very handy!

robojumper  [author] 6 Aug, 2016 @ 10:08am 
@BigBoss
Why do people even care about this disclaimer if this mod were obsolete and the reupload did not concern anyone and worked fine? I think I am leaving my opinion on an issue on my mod page up, since in my opinion, you shouldn't be fucking uploading an entire mod of anyone else without their permission.

To also address what you said:

"in this case, the user base interests should come first"
Do you even know how entitled you are?
"I have a right on working mods, completely disregarding the decency of not copying someone else's work and the very basics of IP and Copyright"
Is that what you are trying to say or am I missing something?
mR.MaG0o 5 Aug, 2016 @ 1:01pm 
Hey man, I'm here to friendly request that you put down this "bad taste" disclaimer about resonansER.
For future reference I'm in no way shape or form associated with his work, but as one of the encouragers of him stepping up to take the responsibility to look for a fix, I thought It would also be honorable for me to come here and tell you he's even getting in contact with LWS to ask for help on fixing the incompatibilities.
If there was no permission it is because highbob (original mod creator) didn't respond all our inquires. He didn't say yes, but he also didn't say no. The problem is, in this case, the user base interests should come first and resonansER is actively pursuing goals that interest the user base as a whole.
I think it's time for you review your thoughts on the issue.
There was no better solution for the users than what he did.
Thanks.
zion6 3 Aug, 2016 @ 11:40am 
Thanks AlexF I agree with you!
zion6 3 Aug, 2016 @ 11:39am 
Highbob is online all the time playing games-why he doesn't respond to questions/concerns about his popular mod is his business, but as a user how do I not use a mod that has been corrected to be used as originally intended? I love the work modders do-but it is very common that most of them get bored and move on to other things, in which case the mods die out or get taken up by someone who fixed them. Generally the original author gets contacted but if there is no answer after trying to contact them-then the new author just mentions the original authors work and fixes it. Many many mods have gone through multiple incarnations in many games.
As far a a user is concerned-don't get so used tio a mod that if it goes away you don't play or worse get outraged when some gameplayer doesn't update their mod!
Quvano 30 Jul, 2016 @ 5:18pm 
I do understand @robojumpers position though. I'm sure that a lot of modders fall on both sides of the question.
Quvano 30 Jul, 2016 @ 5:14pm 
Oh, and in the interest of full disclosure, resonansER helped me with the russian translation for Tech Tree so I have interacted with him before. However, even if I didn't know him at all, I would still have the same opinion regarding modding as Open Source work
Quvano 30 Jul, 2016 @ 5:11pm 
Just throwing in my 2 cents here, as a modder and SW engineer. Personally, I consider modding open source work. Meaning that the code is available to use and extend by anyone. The right thing to do is to work with the original author to suggest improvements or make bug fixes. But if the author is unavailable or has abandoned their work, then in my opinion it makes sense for someone in the community to take over so the original work continues to be useful.
robojumper  [author] 24 Jul, 2016 @ 1:58pm 
@zion6
I am not saying you should use mods that do not work. Highbob's mod is great, and worked good, well, until the SLG patch came in. If resonansER made his own mod, I'd approve of that. Simply copying everything, and reuploading it is not something I personally as a modder can approve of. Especially seeing as one major point (LW Toolbox Compatibility) hasn't been addressed, and I will remain cautious until something more happens.
You as a user may think differently, and that's fine.
zion6 24 Jul, 2016 @ 1:50pm 
Too bad Highbob won't answer any questions about his mod though...while I agree with you on someone else's work I just want the mod to work-and the Resoner dude asked a number of times. Last comment Highbob made was March 11th..... Also-you gave the byte changes anyway, so if I used them would I not be a ripoff? It's ok to do it that way?
Not trying to sound sarcastic, but I am "just" a "user" so when a mod isnt updated for 4 months after pages of requests, when someone fixes it I use it.
I don't understand using a mod that doesn't work sorry.
robojumper  [author] 6 Jul, 2016 @ 11:13am 
@Dragon32
oops, that was a goof from a previous version.
Dragon32 6 Jul, 2016 @ 11:10am 
Dunno if this will ever get an update but I think the current INI comment:
; Whether healthy units are hidden. Highest precedence, includes sparks

Is much less clear than your description here:
By default, hurt units will still be shown. Remove this by setting

So what about:
; True = Health bars shown for hurt units. False = Health bars hidden for hurt units

If this ever warrants an update of course...

And thanks again for the mod!
[RQ] StuballZ 6 Jul, 2016 @ 7:09am 
I was racking my brains wondering where that goddamn health bar came from. It wasn't from a mod at all, but from the update *slaps forehead*

Thanks!
marshmallow justice 6 Jul, 2016 @ 5:21am 
Ended up just removing LWT so I could use all these mods again. Welcome back all the mods that do the same thing without causing issues <3
robojumper  [author] 6 Jul, 2016 @ 1:04am 
@marshmallow justice
UIScreenListeners receive an event whenever something happens with a specified screen. However, if that specified screen is overridded (by LW_Toolbox), the ScreenListener doesn't work (hence the warning).
The trick from the modder's side is to not specify a Screen, so the Listener receives events for all screens, and to check afterwards if we got the right screen. I do that for all of my screenlisteners.
marshmallow justice 6 Jul, 2016 @ 12:41am 
I just installed this, and then SMTS after seeing that the incompatibilities where apparently gone, my game doesn't crash and there's no listed class overrides in AML, only the warning for UISquadSelect that SMTS uses a Listener, but I don't see it in the loadout for some reason. The UI health bars are gone (great), but SMTS isn't there.

(also see how low LWT's squad select is in comparison to yours)

http://images.akamai.steamusercontent.com/ugc/270596815976660973/0C9E5B0FFF6EE520D17EBD311B06F073D26BB5C6/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|2048:1152&composite-to=*,*|2048:1152&background-color=black
Zyxpsilon 5 Jul, 2016 @ 5:29pm 
Truth be told.. the Adobe/Flash licensing principle is perfectly fine with corporate targets like Firaxis but for modders, this extremely pricy stuff is not even worth spending hard-earned ca$h on. It's common sense & knowledge that any or most Modders do their personal magic for **FREE**.
UE4-Engine has basicly been driven by Scaleform IDE & methods for good reasons.. yet, they too can afford the authentic product and pay whatever amounts required.

We just lose creativity powers by not having access to some SDK alternatives to both coding devices. This is what i was most looking forward to when they announced the SDK for XC2.. imagine my dissapointment when i realized gfx/Flash was off-limits for us all.

There's still hope yet though. Only the willingness to provide the essentials to our community is missing.. by Firaxis as indirect co-op'ed licenses attached to a semi-pro SDK version i'd actually spend money on.
robojumper  [author] 5 Jul, 2016 @ 2:43pm 
@Zyxpsilon
Well, I too hope that Firaxis can figure something out to make UI Modding better. Most likely the lincense under which they obtained adobe flash(?) / scaleform doesn't allow redistributing.
Zyxpsilon 5 Jul, 2016 @ 2:39pm 
Yep.. that worked just fine. Thanks a lot for that qUick fix to an otherwise strange issue brought up by indirect neglect from our dear Firaxis devs! No offense intended or implied. ;)

SMTS back in action. Yeah!
Zyxpsilon 5 Jul, 2016 @ 2:30pm 
I was just about post a snapshot of the "Width Problem(s)" but i didn't realize MSSU already had some INI setting for such weird flaws..
https://s31.postimg.org/pcjchvkez/SMTS_Scroll_Panels_Flaw.png

Soooo, I'll give it a try.

My name? Just like it sounds -- from left to right Zed-Why-Ex-psi-lon. :D
ZYX stands for the 3d Modeling prime-coordinates.
robojumper  [author] 5 Jul, 2016 @ 2:20pm 
@Zyxpsilon
This guy
Also, how the fuck do I pronounce your name?
Dragon32 5 Jul, 2016 @ 2:20pm 
Thanks for clarifying, robojumper.
robojumper  [author] 5 Jul, 2016 @ 2:17pm 
@Dragon32
oops sorry that was outdated. it should be compatible now.

@marshmallow justice
Here's [i.imgur.com] a link with a screenshot.
Dragon32 5 Jul, 2016 @ 2:09pm 
Over on Show Me The Skills, robojumper, you say "incompatible with LW_Toolbox and LW_OfficerPack". Further down in these comments you say "i've just removed a possible conflict because i found a better way of hiding them"

Does that mean this is still incompatible with the two Long War mods? More interested in the Officer Pack as Toolbox also breaks Free Camera Rotation.

And thanks for fixing another seemingly abandoned mod broken / damaged by the latest DLC.
Zyxpsilon 5 Jul, 2016 @ 2:00pm 
Related; anyone else has their individual Panels pushed further to right by default (nearly half-panel worth)??
It's as if the GTS (empties) function wasn't tied to the HP/Bars auto-distribution and thus the gfxSWFmovie flash script has difficulties detecting everyone's screen width under certain conditions.
Zyxpsilon 5 Jul, 2016 @ 1:54pm 
Lemme add something else to the HP/Bar messy situation. If you play with BlueRaja's MoreSquadSizeUpgrades.. his scroll bar **also** hooks to that bar location & hides it.
So, i haven't tried your indirect solution yet RoboJumper, but i have to guess SMTS would return the scroller further down (it actually has its own custom panels stack to calibrate the extra space needed by two horizontal and variable boxes) while adjusting to your optional INI HP/triggers.

It's really strange nonetheless that Firaxis devs couldn't have at least given us a rational method to relocate and/or resize that new set of HUD elements. Minimal courtesy for us modders, AFAIC.
marshmallow justice 5 Jul, 2016 @ 1:42pm 
On your game, how high is your squad selection from the bottom of the screen? That might be an issue, 'cos I swear LWT's squad selection is so much closer to the edge than SMTS.
Emong 5 Jul, 2016 @ 1:39pm 
Cool, thanks!
robojumper  [author] 5 Jul, 2016 @ 1:37pm 
@marshmallow justice
i've just removed a possible conflict because i found a better way of hiding them

@Emong
I've added some configuration. Your suggestion has been made default.
micpo 5 Jul, 2016 @ 1:27pm 
Finally thanks!
marshmallow justice 5 Jul, 2016 @ 1:14pm 
o.

I didn't realize how much I used ShowMeTheSkills until they added this random ass UI to the loadout... but now I'm invested in a campaign with LWT.

:steamsad:

Rating and favouriting so I remember next run... :D maybe its compatible with LWT though
Emong 5 Jul, 2016 @ 1:08pm 
Is it possible to just hide them for uninjured soldiers?