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Hp Display and less Hp warning system

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
this system shows you your hp with dummy units size. if you have less then 20% hp the "aura" will impulse and rotate.
after 10 sec. without damage the aura will faded. GUI - MUI with hash (my first hash spell/ system)

i want to make something like the hp display from sacred but i can't make it better than this.

try my secound hash spell: SacredSpells (Bottomless Pit = Pentagramm)

Keywords:
MUI; hell gate; sacred; hp display; HP; size; fade
Contents

BioScan (Map)

Reviews
09:00, 6thNov 2015 BPower: Rejecting due to the status of this resource being "needs fix" for years. 14:49, 4th Jan 2010 TriggerHappy: I'm sorry but I think this is useless, if someone wants to display HP there is an action to get it, an...

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09:00, 6thNov 2015
BPower: Rejecting due to the status of this resource being "needs fix" for years.

14:49, 4th Jan 2010
TriggerHappy:

I'm sorry but I think this is useless, if someone wants to display HP there is an action to get it, an entire system wrapper for it seems silly to me.
 
Level 17
Joined
Mar 17, 2009
Messages
1,349
To start with, it should be the quite opposite... smaller on high health and bigger aura at low health...

Second, remove imports... they are totally unnecessary for the systems purpose.

Third, if working with dummies, well it won't work really well but you need to keep their heights elevated considering the floor height of each dummy:
attachment.php

(I'll delete this image after you check it, it's useless memory space).

Well I didn't check coding... but those are the general issues you might want to fix :)
 
Last edited:
Level 15
Joined
Jan 31, 2007
Messages
502
i think the imports are acceptable
sure its also able to use others but dummy models are allowed, especially 1kb ones do not harm anyone, if the mapsize would be that important we all could cry about doodad placement or the map bounds of testmaps

thought i wonder what the second import is for

atall it looks quite ok, i like the idea
but as Deut said i would also like to see a smaller max size and bigger min. size
and fix the heights

I think some globals or settings at the init would be good bc e.g. its not quite obvious where to set the percentage when the "warning" of low hp starts
and im too lazy to read triggers, especially GUI
but what i recognized is this :
Custom script: set udg_HP_DisplayGroup = CreateGroup()
its useless due GUI created globals via Variable Editor include creating the variable type

all in all not bad, could be useful if there small issues are fixed [4/5]

Edit, i dont know if possible - could do some tests
but i think changing a units vertex or hiding it could be combined with GetLocalPlayer()
should be possible to make this effect only visible for the owner of the unit
else it could get a bit spammy with many heroes using that
 
Level 9
Joined
Jun 3, 2007
Messages
185
this one definitly has potential.
but as already mentioned you should make the aura get bigger when hp are low.
also you should add that the aura is only shown to the current selected unit(s).

and while im at it: you could also add that the minimap is pinged at the position of the unit, if its hp fall below 20%
 
Level 17
Joined
Mar 17, 2009
Messages
1,349
Well, I would have advised to make the HP aura show only for the player and his allies... (and now as Godslayer says, only for the selected units) but that would need some advanced vJass (not really advanced, but compared to GUI :p).

I mean, if I'm an enemy and I see that aura around your units... oh man you'd wish that aura wasn't there :p
 
Level 14
Joined
Nov 23, 2008
Messages
512
To start with, it should be the quite opposite... smaller on high health and bigger aura at low health...

Second, remove imports... they are totally unnecessary for the systems purpose.

Third, if working with dummies, well it won't work really well but you need to keep their heights elevated considering the floor height of each dummy:
it's easy. just add set TempReal[?] = 100 - Percent live of x
sorry i tryed it with mana and forgott to remove the model.
i tryed it but the dummys height can't be set to -y (min = 0) and if set the movment typ to someting other the dummys will block the hero.

I think some globals or settings at the init would be good bc e.g. its not quite obvious where to set the percentage when the "warning" of low hp starts
and im too lazy to read triggers, especially GUI
but what i recognized is this :
Custom script: set udg_HP_DisplayGroup = CreateGroup()
its useless due GUI created globals via Variable Editor include creating the variable type
if i remove this it doesnt work becasue i never use set group = (....) and so the group will never created.

EDIT: if somebodyknow how to show the unit to one player without using "Permanent Invisibility" ability pm me.
 
Level 15
Joined
Jan 31, 2007
Messages
502
i tryed it but the dummys height can't be set to -y (min = 0) and if set the movment typ to someting other the dummys will block the hero.

Theres something called "Movement - Minimum Height (umvf)" in the object editor which should have a default value of zero

if i remove this it doesnt work becasue i never use set group = (....) and so the group will never created.

dunno, i was sure that groups of the variable editor get automaticly created
i used alot groups in my GUI time an never ever used this cusom script line
all udg_ groups normally should be existing

EDIT: if somebodyknow how to show the unit to one player without using "Permanent Invisibility" ability pm me.

as i said, GetLocalPlayer() may solves the problem
Here a tutorial but im not sure if it works and it could be that some functions cause server splits
 
Level 17
Joined
Mar 17, 2009
Messages
1,349
No you can't use it plainly like that... any slightly misuse of GetLocalPlayer() leads to desync... though what you wana do is possible, but needs some moderately advanced Jassing and some special wit in the creator.

EDIT:
What's the problem with permanent invisibility? I mean I think that would be the best effect... invisible for enemies, appears for the allies with a fade... there you go =P
 
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