GuiHealthTextHud¶
Shows the health or energy value of the current PlayerObjectType control object.
- Inherit:
- GuiControl
Description¶
Shows the health or energy value of the current PlayerObjectType control object.
This gui can be configured to display either the health or energy value of the current Player Object. It can use an alternate display color if the health or drops below a set value. It can also be set to pulse if the health or energy drops below a set value. This control only works if a server connection exists and it’s control object is a PlayerObjectType. If either of these requirements is false, the control is not rendered.
Example:
newGuiHealthTextHud(){
fillColor = "0.0 0.0 0.0 0.5"; // Fills with a transparent black colorframeColor = "1.0 1.0 1.0 1.0"; // Solid white frame colortextColor = "0.0 1.0 0.0 1.0"// Solid green text colorwarningColor = "1.0 0.0 0.0 1.0"; // Solid red color, used when damagedshowFill = "true";
showFrame = "true";
showTrueValue = "false";
showEnergy = "false";
warnThreshold = "50";
pulseThreshold = "25";
pulseRate = "500";
profile = "GuiBigTextProfile";
};
Fields¶
-
ColorF
GuiHealthTextHud::
fillColor
¶ Color for the background of the control.
-
ColorF
GuiHealthTextHud::
frameColor
¶ Color for the control’s frame.
-
int
GuiHealthTextHud::
pulseRate
¶ Speed at which the control will pulse.
-
float
GuiHealthTextHud::
pulseThreshold
¶ Health level at which to begin pulsing.
-
bool
GuiHealthTextHud::
showEnergy
¶ If true, display the energy value rather than the damage value.
-
bool
GuiHealthTextHud::
showFill
¶ If true, draw the background.
-
bool
GuiHealthTextHud::
showFrame
¶ If true, draw the frame.
-
bool
GuiHealthTextHud::
showTrueValue
¶ If true, we don’t hardcode maxHealth to 100.
-
ColorF
GuiHealthTextHud::
textColor
¶ Color for the text on this control.
-
ColorF
GuiHealthTextHud::
warningColor
¶ Color for the text when health is low.
-
float
GuiHealthTextHud::
warnThreshold
¶ The health level at which to use the warningColor.