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Restless Souls/Wishlist: Difference between revisions

m
health bar: color remapping needed
(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))
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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