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 Hiding the health stats... 
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Joined: Wed Dec 17, 2008 11:35 am
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Post Hiding the health stats...
Okay, basically I need any information about hiding the health stats that doesn't involve setting the CharHeight to over 9000. This is because I need to hide the health stats of an invisible drop pod and if I set the CharHeight to over 9000 the actors just rain from the sky.

Basically I have made a drop pod that hits the ground and makes a smoke screen making in look like the actor has come through the ground and I just need a way of hiding the health stats so you can’t see where they are coming from.

Any help would be deeply appreciated.

Thanks in advance,

CBM02


Sun Aug 30, 2009 9:00 pm
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Post Re: Hiding the health stats...
I really don't see any other way to do this other than charheight.


Last edited by Mind on Sun Aug 30, 2009 9:08 pm, edited 1 time in total.



Sun Aug 30, 2009 9:04 pm
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Post Re: Hiding the health stats...
Mind wrote:
Make the charheight something ridiculously high. 10000 should do.

CombatMedic02 wrote:
Okay, basically I need any information about hiding the health stats that doesn't involve setting the CharHeight to over 9000.

Please read the post more carefully. I already tried that.


Sun Aug 30, 2009 9:07 pm
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Post Re: Hiding the health stats...
Mind wrote:
I really don't see any other way to do this other than charheight.


Sun Aug 30, 2009 9:08 pm
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Post Re: Hiding the health stats...
Damn... no funky Lua tricks I could use or anything? :-(


Sun Aug 30, 2009 9:12 pm
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Post Re: Hiding the health stats...
So why would charheight not do? Just curious.


Sun Aug 30, 2009 9:14 pm
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Post Re: Hiding the health stats...
There is a way... But if you do it, you can forget about prices and other numbers in your text.


Sun Aug 30, 2009 9:15 pm
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Post Re: Hiding the health stats...
I don’t know, it's probably got something to do with the drop pod being invisible or something but it's like the doors open as soon as it enters the map and the actors fall to their deaths. [I made this for opposing skirmish forces.]

Edit: I already thought about that Maxim but it seems a bit drastic. o.o


Last edited by CombatMedic02 on Sun Aug 30, 2009 9:19 pm, edited 1 time in total.



Sun Aug 30, 2009 9:17 pm
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Post Re: Hiding the health stats...
[Sorry for the double post, am sick and i'm not with it today.]


Sun Aug 30, 2009 9:19 pm
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Post Re: Hiding the health stats...
CombatMedic02 wrote:
I already thought about that Maxim but it seems a bit drastic. o.o


Well, if you care too much about the numbers in your text, then there is no other way.


Sun Aug 30, 2009 9:20 pm
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Post Re: Hiding the health stats...
Okay man. Thanks for the suggestion anyway.


Sun Aug 30, 2009 9:22 pm
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Post Re: Hiding the health stats...
Sorry, I still don't get why you don't want charheight. :3 I'm 99.9% sure it has nothing to do with any besides the height of the character's health bar. :)


Sun Aug 30, 2009 9:47 pm
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Post Re: Hiding the health stats...
you could just make the charhight realy high, and use lua to make it gib after a certan point in altidude, delivering the cargo, and creating an mosr version of itself that digs through the ground or whatever.


Sun Aug 30, 2009 9:57 pm
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Post Re: Hiding the health stats...
Step 1. Make invisible craft.
Step 2. Have a lua script (on this craft) that does two things: reads the inventory, storing it into a presetname, and spawns an Actor class actor.
Step 3. Have a lua script on this Actor (as in mother brain Actor) to read the inventory it should have from presetname, add that inventory, and then gib once it hits a low enough altitude.

Spoiler alert: any and all actors (ahuman through acdropship and including Actor and ADoor) can hold things, but without doors it will just be released on gibbing.


Sun Aug 30, 2009 10:17 pm
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Post Re: Hiding the health stats...
CombatMedic02 wrote:
I don’t know, it's probably got something to do with the drop pod being invisible or something but it's like the doors open as soon as it enters the map and the actors fall to their deaths. [I made this for opposing skirmish forces.]

Edit: I already thought about that Maxim but it seems a bit drastic. o.o


I had that problem once, give the drop pod a downward velocity.

Code:
   Velocity = Vector
      X = 0
      Y = 20


I think it has something to do with the drop pod being too still for too long.


Sun Aug 30, 2009 10:18 pm
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