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Paradox-01 (talk | contribs) m (correcting Widgets section level, giving images better description) |
Paradox-01 (talk | contribs) (+ mouse cursor) |
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====Powerups==== | ====Powerups==== | ||
Tested in 4.18 | |||
If powerups don't spam the area they should fall to the ground after use. They should be throwable and kickable to attract the attention of foes. | If powerups don't spam the area they should fall to the ground after use. They should be throwable and kickable to attract the attention of foes. | ||
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====HUD==== | ====HUD==== | ||
''' | =====Mouse cursor===== | ||
Tested in v4.18 | |||
You need three things for a custom mouse cursor: | |||
# a texture, likewise with transparency, ergo in PNG format | |||
# a widget blueprint with and image element where you plug in that texture | |||
# a change in the project settings | |||
In the project settings go to Engine > User Interface > Software Cursors. | |||
Add a new software cursor with "Default" option and pick your newly create cursor widget as map element. | |||
The cursor might act strange in the editor's play mode. This should go away as soon as you test it via Lunch. | |||
'''Finetune the widget image by moving it in the upper left corner.''' If its size is 32x32 then use the half (16) for the X and Y positioning. | |||
Note of warning: DPI scaling doesn't seem to affect the mouse cursor at all. | |||
=====Health bar===== | |||
Tested in 4.18 | |||
Observation from Oni 1 vanilla health bar. If base health is 200 points... | Observation from Oni 1 vanilla health bar. If base health is 200 points... | ||
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'''Health calculation''' | '''Health calculation''' | ||
An applied hypo gives you points equal to your full normal health health. At this time these points a | An applied hypo gives you points equal to your full normal health health. At this point of time these points should be considered a "potential" because they aren't multiplied yet with hypo factors and can increase or decrease by additional healing and damage events. | ||
As long as you regenerate normal health you regenerate from your potential multiplied by 0.25 (Oni 1 default). | As long as you regenerate normal health you regenerate from your potential multiplied by 0.25 (Oni 1 default). | ||
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=====Texture===== | ======Texture====== | ||
Basically the mask (shape) of the health display meter. | Basically the mask (shape) of the health display meter. | ||
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[...] | [...] | ||
=====Material===== | ======Material====== | ||
Create Material Blueprint, Set output node to Material Domain: User interface (!), create a constant 4 Vector, right-click to turn it into a Parameter and name it Color, connect to output node | Create Material Blueprint, Set output node to Material Domain: User interface (!), create a constant 4 Vector, right-click to turn it into a Parameter and name it Color, connect to output node | ||
=====Widget===== | ======Widget====== | ||
* Right-click in assets folder to create a new widget (User Interface > Widget Blueprint). | * Right-click in assets folder to create a new widget (User Interface > Widget Blueprint). | ||
* Place an image into your Designer. This is going to be the health display meter. | * Place an image into your Designer. This is going to be the health display meter. |
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