Vehicle health hud

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kibito87




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Vehicle health hud

Post by kibito87 »

I'm making all the multiplayer vehicles destructible but I want them to have the little health bar underneath where your shield is just like in single player. How do I get the health bar to show up when you get into the ghost. Please, in detail is best. I do know how to use guerilla extremely well so no worries on my abilities. Thanks.
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Post by hoho5000 »

The vehicle health and damage effects are specified in the collision model tag, and the health bar (New Hud Interfaces), is in the vehicle tag. The ghost is already done. All you have to do us the regular ghost vehicle tag instead of the multiplayer one. For the other units, you would have to create your own health bars, because there aren't any for the scorpion or warthog. I don't really know how to go about that. I tried using the ghost health bar for the wraith, but it didn't change as I took damage, so I don't know. Hope that helps a bit.
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Post by kibito87 »

Update:

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I've gotten that so far. Although, my warthog still doesn't take damage after two grenades...which I swear I changed the health for. And I also can swear I changed the position of the health bar... I'll go back through and check again.

The display being in the middle is an obvious fix I don't need help on. It's the part of how to change where it says "Banshee" and how to make my warthog actually blow up and respawn after a certain amount of time.

EDIT* Ok, I found the bitmap that displays whether it's a Banshee, Scorpion, or a Ghost. Yes, there is a display name for the health of a scorpion. Now, I can save the texture. I can't inject it back using both HMT or HHT. I get this when opening the texture in photoshop anyways...

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The image is in AY8 format which isn't supported by HHT or HMT. Is there any other way to edit this bitmap and inject it back into my map?
Last edited by kibito87 on Fri Jun 27, 2008 12:20 am, edited 1 time in total.
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Post by hoho5000 »

The banshee text part is a bitmap; look for it referenced in the HUD file. The scorpion has one, but it isn't used. I haven't gotten the warthog or the scorpion to be destroyable. Maybe there's a flag to check or something? Plus, make sure you have the correct material settings in the collision model tag. There's a damage multiplier that you have to change for each material that you want to be able to take damage.
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Post by kibito87 »

I've opened a single player map up in HHT and HMT and saw that the ghost's collision model had a flag checked for "body" and for "shield". I can check it but when I open the map back up it's unchecked again. That or if I check them both I get an error and it closes the program. Like I said, I did find the bitmap...although problems have arisen from that as well.

EDIT* Ok I changed the damage multiplier for each material it has, which would be three. I changed the multiplier to one, based on what the wraith had just for testing purposes. I'll check to see what happens.

EDIT2* Lol, ok so I changed that stuff around and walla my warthog is destructible. Now, the new problems. Once it takes damage, it is not displayed on the health meter. The meter stays the same regardless of whether it took damage or not. The damage itself is registered though. That and I got the health to the right position but the little triangular reticule for the driver is now up there as well as the health.

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.:LIST OF THINGS TO BE DONE OR CORRECTED:.

1. Fix the warthog drivers HUD reticle.
2. Change the "Banshee" text bitmap.
3. Make the warthog respawn. (easy fix, I can do this no help needed)
4. Make health meter display how much damage is done.
5. Inject the "Banshee" bitmap back into the map somehow.
Last edited by kibito87 on Fri Jun 27, 2008 12:47 am, edited 1 time in total.
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Post by hoho5000 »

Are you rebuilding maps, or just editing them? If you're rebuilding, then you should just be able to create a new bitmap tag, right? Then you could just reference that in a new HUD file. Unless I'm wrong and it's more complicated than that.
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Post by kibito87 »

I have a special way of making the maps. Regardless, I know that's not the problem. I use guerilla to edit the tags to my liking then I compile my map. If I were to make my own bitmap tag though, how would I get the image to open in photoshop? Is the original .tiff image around my computer somewhere? I can't remember how I got the warthog to use the Banshee's health meter specifically. If I go back and find that out. I could remake the HUD bitmap tag and include a newly created image I made and just relink that. Just have to find out where I did that exactly. Eh, it's late and i'll get around to it soon enough. Thanks for the help so far!
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Post by hoho5000 »

No problem, and yes, this is getting confusing. Something I noticed: if you add another HUD reference in the vehicle tag, it names it "multiplayer hud." Might that have something to do with it? And if you were to make a bitmap tag from a tif file (you could just use a bitmap viewer program to open the bitmap tags and copy what you want to Photoshop), you'd have reference it (them, there's actually two, one for the text and the wrench, and the other for the health bars, but I think you could just leave those) and change the sequence index since you'll only have one bitmap. I'll look at it more after I wake up later this morning :).
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Post by kibito87 »

While I was still interested because I really want to get this working correctly, I wen into guerilla and opened up the hud reticule bitmap and changed all the images to dxt1. Then I compiled and opened it up in HHT. Let's just say that didn't work. The images were messed up and not right. Although i could extract and inject! :P

Would I need another hud reference for the game to differentiate between the little triangle thing and the health stuff? I know the wrench, bars, and the vehicle name are all different bitmaps but I just need to change the vehicle name as you mentioned. Geez, so much work for what seems like a little edit. :lol:

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Post by M4573R51337 »

the health meter is NOT a new_hud_interface, it is a UNit_hud_interface, and in tghe vehicle tag it should have a field for it. Hope that helps.
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Post by hoho5000 »

You're right, it's not a new hud interface tag, but that's what's the section's labeled in the vehicle tag. I'm going to see what I can do, and post back with the results.
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Post by kibito87 »

M4573R51337 wrote:the health meter is NOT a new_hud_interface, it is a UNit_hud_interface, and in tghe vehicle tag it should have a field for it. Hope that helps.
Does that mean I need two different interfaces to make the health and the little triangle appear in the right places? Or is this just adding another piece of HUD to the original?

Also, how do I get the health meter to display how much damage it's taken thus far?

^^^ Fixed.

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But why the heck is the blue health still there after it's been damaged...
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Post by hoho5000 »

I got it working.
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Ok, in the vehicle tag, there are two reference to the hud interface file: one under the seats, and the other under the new hud interfaces. The new hud interfaces is where you reference the health meter. In the seats, you reference seat specific stuff, like the little directional arrow. You probably messed with the warthog driver interface tag to move the arrow up to the corner like that.

Edit: You'll also have to change the offsets of the gunner and passenger health bars, or they'll end up on top of the vehicle one.
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Post by kibito87 »

ah, no wonder. Now that I think of it, I think I did mess with the warthog drivers little arrow thing. I bet I was thinking it was the health meter I was moving in the first place. Do you mind giving the coordinates of where you put the passenger's health at?

Wait, how did you inject the Warthog text? Details do me wonders lol. If you have any pictures of your tag editing or even suggestions I would love them. Or even maybe the bitmap tag you used for that warthog text would be incredible. Thanks again for your help so far. Good man!
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Post by hoho5000 »

I sent you the tags. To use them, all you have to do is reference the warthog.unit hud interface tag under the new hud interface in the warthog vehicle tag. As for the text, all I did was create a new bitmap tag with the text. I'm planning on making some for all the vehicles in a different font, so if you want, I'll send you those when I'm done.
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Post by kibito87 »

hoho5000 wrote:I sent you the tags. To use them, all you have to do is reference the warthog.unit hud interface tag under the new hud interface in the warthog vehicle tag. As for the text, all I did was create a new bitmap tag with the text. I'm planning on making some for all the vehicles in a different font, so if you want, I'll send you those when I'm done.
That would be great. If you wouldn't mind though, trying to match the original text as accurately as possible. Either way, i'm not that picky just a thought. Thanks so much!
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Post by hoho5000 »

Sorry, I used a Halo font for the text, but it wouldn't be too hard to change it. Here are the tags. Feel free to use them, but don't forget to reference them in the vehicle files, well some of them.

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HUD damage display tags
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Post by kibito87 »

Alright, so far now, I got the health in the right place for the warthog. It displays correctly. Even when damage is taken, it displays. Though for some odd reason your tags didn't seem to work at all. The little triangle thing is back in it's correct position thanks to yours and Masters. I don't have time now but i'll go back and check again. Maybe i'll rename your tags so that I specifically know I used them when I check the references.

O SO CLOSE...!
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Post by hoho5000 »

Are all of your vehicles set up to take damage correctly? Just make sure that in the new hud interface section that you reference the tag with the vehicle name. For example, the warthog would be ui\hud\warthog.hud interface, and so on. Most of the other stuff should already be referenced, seeing as it overwrites other tags. I find it's easier just to spawn and modify the single player vehicle variants rather than the multi player ones because they're already ready to go.
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Post by kibito87 »

hoho5000 wrote:Are all of your vehicles set up to take damage correctly? Just make sure that in the new hud interface section that you reference the tag with the vehicle name. For example, the warthog would be ui\hud\warthog.hud interface, and so on. Most of the other stuff should already be referenced, seeing as it overwrites other tags. I find it's easier just to spawn and modify the single player vehicle variants rather than the multi player ones because they're already ready to go.
Yeah, that was what I was planning but i was still working on getting the Warthog to be damageable. I'll get around to checking it soon.
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