I tried to make a cast bar in Gui, however it is still leaky, has many bugs, and I am confused on the approach to fix it.
It looks like this right now:
Will give rep to anyone who helps or even tries.
It looks like this right now:
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Set Cast Bar
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Events
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Player - Player 1 (Red) skips a cinematic sequence
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Conditions
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Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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Casting[(Player number of (Triggering player))] Equal to True
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Then - Actions
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Floating Text - Destroy CastBar[(Player number of (Triggering player))]
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Else - Actions
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Set CastTime[NumofCastBars] = 3.00
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Set NumOfTics[NumofCastBars] = 30
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Set TicIntervil[NumofCastBars] = (CastTime[NumofCastBars] / (Real(NumOfTics[NumofCastBars])))
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Set DisplayTics[NumofCastBars] = [
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For each (Integer A) from 1 to NumOfTics[NumofCastBars], do (Actions)
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Loop - Actions
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Set DisplayTics[NumofCastBars] = (DisplayTics[NumofCastBars] + I)
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Set DisplayTics[NumofCastBars] = (DisplayTics[NumofCastBars] + ])
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Game - Display to (All players) the text: DisplayTics[NumofCastBars]
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Set TempLoc = (Position of Hero[(Player number of (Triggering player))])
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Floating Text - Create floating text that reads DisplayTics[NumofCastBars] at TempLoc with Z offset 0.00, using font size 7.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
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Custom script: call RemoveLocation(udg_TempLoc)
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Set CastBar[NumofCastBars] = (Last created floating text)
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Set Casting[NumofCastBars] = True
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Will give rep to anyone who helps or even tries.
Last edited: