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
- Player - Player 1 (Red) skips a cinematic sequence
- 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
- Casting[(Player number of (Triggering player))] Equal to True
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Then - Actions
- Floating Text - Destroy CastBar[(Player number of (Triggering player))]
- Else - Actions
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If - Conditions
- Set CastTime[NumofCastBars] = 3.00
- Set NumOfTics[NumofCastBars] = 30
- Set TicIntervil[NumofCastBars] = (CastTime[NumofCastBars] / (Real(NumOfTics[NumofCastBars])))
- Set DisplayTics[NumofCastBars] = [
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For each (Integer A) from 1 to NumOfTics[NumofCastBars], do (Actions)
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Loop - Actions
- Set DisplayTics[NumofCastBars] = (DisplayTics[NumofCastBars] + I)
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Loop - Actions
- Set DisplayTics[NumofCastBars] = (DisplayTics[NumofCastBars] + ])
- Game - Display to (All players) the text: DisplayTics[NumofCastBars]
- Set TempLoc = (Position of Hero[(Player number of (Triggering player))])
- 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
- Custom script: call RemoveLocation(udg_TempLoc)
- Set CastBar[NumofCastBars] = (Last created floating text)
- Set Casting[NumofCastBars] = True
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Events
Will give rep to anyone who helps or even tries.
Last edited: