What commands should i look for to display a boss health bar like the first castlevania titles,somewhere high on screen whileyou are near the boss and he is still alive?
I wonder how i will set up the hud bar for him.Sounds like a big deal.
boss health bar
Re: boss health bar
I sure wish I could help you, but I totally stink at scripting. I tried to find a way to do it through the ini files, but I do not see h[w.
[edit]
Maybe I see a way?
From robot.s:
HEALTHATTRIBUTE [enemy_health] // name of pawns health attribute
HEALTH [100] // initial pawn health
DAMAGEATTRIBUTE [health] // attribute damaged by attack
From HUD.ini
[health]
type = horizontal
frame = hud\pumpkin.bmp
framealpha = hud\a_pumpkin.bmp
;indicator = hud\hud_health_oxygeni.bmp
;indicatoralpha = hud\a_hud_healthi.bmp
framex = 10
framey = 10
;indicatoroffsetx = 75
;indicatoroffsety = 0
;indicatorwidth = 160
[~health]
type = numeric
framex = 57
framey = 98
indicatoroffsetx = 0
indicatoroffsety = 0
font = 7
width = 3
What if you just changed the HUD element to:
[enemy_health]
type = horizontal
frame = hud\pumpkin.bmp
framealpha = hud\a_pumpkin.bmp
;indicator = hud\hud_health_oxygeni.bmp
;indicatoralpha = hud\a_hud_healthi.bmp
framex = 10
framey = 10
;indicatoroffsetx = 75
;indicatoroffsety = 0
;indicatorwidth = 160
[~health]
type = numeric
framex = 57
framey = 98
indicatoroffsetx = 0
indicatoroffsety = 0
font = 7
width = 3
Of course, you would have to position it on the screen different from your player health, but might it work?
P.S. - Realize the BMPs being used are from my Pumpkin Jones game, hence the odd titles.
[edit]
Maybe I see a way?
From robot.s:
HEALTHATTRIBUTE [enemy_health] // name of pawns health attribute
HEALTH [100] // initial pawn health
DAMAGEATTRIBUTE [health] // attribute damaged by attack
From HUD.ini
[health]
type = horizontal
frame = hud\pumpkin.bmp
framealpha = hud\a_pumpkin.bmp
;indicator = hud\hud_health_oxygeni.bmp
;indicatoralpha = hud\a_hud_healthi.bmp
framex = 10
framey = 10
;indicatoroffsetx = 75
;indicatoroffsety = 0
;indicatorwidth = 160
[~health]
type = numeric
framex = 57
framey = 98
indicatoroffsetx = 0
indicatoroffsety = 0
font = 7
width = 3
What if you just changed the HUD element to:
[enemy_health]
type = horizontal
frame = hud\pumpkin.bmp
framealpha = hud\a_pumpkin.bmp
;indicator = hud\hud_health_oxygeni.bmp
;indicatoralpha = hud\a_hud_healthi.bmp
framex = 10
framey = 10
;indicatoroffsetx = 75
;indicatoroffsety = 0
;indicatorwidth = 160
[~health]
type = numeric
framex = 57
framey = 98
indicatoroffsetx = 0
indicatoroffsety = 0
font = 7
width = 3
Of course, you would have to position it on the screen different from your player health, but might it work?
P.S. - Realize the BMPs being used are from my Pumpkin Jones game, hence the odd titles.
Steve Dilworth - Resisting change since 1965!