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Paradox-01 (talk | contribs) (at long last, beginning to craft a better health bar ... and freaking out on those online tuts ^_^ (i guess for documentation whis will require itself a video)) |
Paradox-01 (talk | contribs) m (health bar: color remapping needed) |
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* health gain animation speed is determined by [[XML:ONCC#.3CInventoryConstants.3E|HypoRegenerationRate in ONCC]] | * health gain animation speed is determined by [[XML:ONCC#.3CInventoryConstants.3E|HypoRegenerationRate in ONCC]] | ||
* overpower health gain animation has an overpower sound of an approximate volume of 75% while overpower sound is played at 100% volume once overpower gain ended and drops again | * overpower health gain animation has an overpower sound of an approximate volume of 75% while overpower sound is played at 100% volume once overpower gain ended and drops again | ||
'''Color remapping''' | |||
UE4's progress bar has a fixed range of 0 to 1. In order to realize overpower values (float 1.0 to 2.0) we have to scale everything down to fit into a 0 to 100 percentage range. For now I will try these values: | |||
Oni 1 Oni 2 | |||
% % | |||
red 0 -> 0 | |||
yellow 66 -> 33 | |||
green 98 -> 49 | |||
green2 100 -> 50 (100% normal health) | |||
new color 200 -> 100 (overpower) | |||
* red (255 0 0) | |||
* yellow (255 255 0) | |||
* green (19 161 43) | |||
* green (0 225 0) | |||
* new color (blue / violet ?) | |||
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Setting progress on the HUD... In Character PB ... | Setting progress on the HUD... In Character PB ... | ||
* event ..., get widget object variable, Set Progress (Target: var, Input: Health Percentage) | * event ..., get widget object variable, Set Progress (Target: var, Input: Health Percentage) | ||
====Animations==== | ====Animations==== |
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