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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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