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Topic: Healing numbers above critter.  (Read 4043 times)

Slowhand

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Healing numbers above critter.
« on: January 03, 2016, 01:16:10 pm »
When healed, the number of HP healed shall float in green text, just like damage does in red.

Edit: Has been imported into a tutorial at: Advanced tutorial nr. 2
« Last Edit: January 06, 2016, 08:21:22 pm by Slowhand »

Yuno-Gasai

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Re: Healing numbers above critter.
« Reply #1 on: January 03, 2016, 10:29:37 pm »
Yeah why not, FO2 has it so why not reloaded :P

Much better than "patches wounds"
Spoiler: show


Spoiler: show

mkhammer

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Re: Healing numbers above critter.
« Reply #2 on: January 06, 2016, 01:04:10 am »
Good idea

Slowhand

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Re: Healing numbers above critter.
« Reply #3 on: January 06, 2016, 01:02:47 pm »
This is how the First Aid would look like:
(when critical success then the text would be lighter green, and if critical failure then something close to teal.)



It is floating vertically upwards, this is around the starting point, a bit collides when player HP is enabled, but the engine function call seems to be buggy around this part, and I couldn't displace it higher.

I wonder if it would be better, if the reason for healing is abbreviated like:
- FA for First Aid
- SS for Super Stimpack
- S for stimpack?
- HP for healing powder?
- WHP for weak healing powder?

FA and SS sound fine, the rest sucks, can anyone come up with better ideas?

« Last Edit: January 06, 2016, 01:14:31 pm by Slowhand »

Gargantua

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Re: Healing numbers above critter.
« Reply #4 on: January 06, 2016, 05:11:47 pm »
If you want to keep it type similar use

ST for Stimpack
WP for Weak Powder


I think what you have above is good though.

Kaaon

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Re: Healing numbers above critter.
« Reply #5 on: January 06, 2016, 06:02:24 pm »
looks weird imo, does there even need to be text ? what about just number

Slowhand

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Re: Healing numbers above critter.
« Reply #6 on: January 06, 2016, 06:28:35 pm »
looks weird imo, does there even need to be text ? what about just number

The reason I added the text is that I also removed the *** injects stimpack *** message, and did not want that info to get lost. Anyways, it's a good idea to introduce a no reason text which is just an empty text, thus if it can be configured (server side) to show the known reasons or do not show any of them. I'm sure if you guys express your feelings about that, the staff will take into consideration when/if they add this code.

Also another question is if, you guys want this number to be shown on drugs/food that is not primarily taken for health replenishment? I think some alcohol (booze?) does give hp as well.., at least browsing the code data.

Currently, in my code, only First Aid, Stimpacks, Super Stimpacks, Hypo, Healing Powders and Weak Healing Powders show floating heal numbers.

Slowhand

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Re: Healing numbers above critter.
« Reply #7 on: January 06, 2016, 08:20:20 pm »
Okay, it's finished as it is. Abbreviations are as suggested, and also they can be disabled with a define value, in case people would like the no text, only numbers version. Hf.

If you want to test it, you can find it here: Advanced tutorial nr. 2

Koniko

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Re: Healing numbers above critter.
« Reply #8 on: January 06, 2016, 09:25:07 pm »
That's a certain feature this server cloud use. I like how Slowhand introduces the suggestions AND makes them instead of expecting developers to do it.

Kilgore

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Re: Healing numbers above critter.
« Reply #9 on: January 16, 2016, 03:14:29 pm »
The reason I added the text is that I also removed the *** injects stimpack *** message, and did not want that info to get lost.

How about showing only +number over head, and more info in message log? Info about using stimpaks was shown in message log also in Fallout 1 / Fallout 2. I mean, if someone in my FOV used a Stimpak, then it would show:
"XYZ injects Stimpak."
If you could add such option via define, then it could be awesome. If not, then we would use what has been done already.

Slowhand

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Re: Healing numbers above critter.
« Reply #10 on: January 16, 2016, 05:35:27 pm »
As suggested by "mojuk" I will check if I can make it client configurable.

If not, the reason text (FA, etc) can be removed easily from code. Probably the net? message (status message in message box) should state that someone healed someone for X amount of HP as long as the witness sees this.

Troll

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Re: Healing numbers above critter.
« Reply #11 on: January 16, 2016, 07:40:40 pm »
looks weird imo, does there even need to be text ? what about just number

I agree, the text seems a bit out of place, the number is enough. Also the number alone provide enough intel:
If =80 it's SS
If <15 failed FA
If 15<x<40 ubershit FA or regular stim
If >80 good FA or hypo
The text isn't needed.

Slowhand

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Re: Healing numbers above critter.
« Reply #12 on: January 16, 2016, 09:25:57 pm »
looks weird imo, does there even need to be text ? what about just number

I agree, the text seems a bit out of place, the number is enough. Also the number alone provide enough intel:
If =80 it's SS
If <15 failed FA
If 15<x<40 ubershit FA or regular stim
If >80 good FA or hypo
The text isn't needed.

Color coding was already added to distinguish failed FA or critical success FA from normal healing (FA or stimpacks), explained in the tutorial.

Slowhand

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Re: Healing numbers above critter.
« Reply #13 on: January 22, 2016, 07:39:05 pm »
Fixed some bugs. (Forgot to put some extra stuff on how to install the code, some includes positions were not specified or mentioned, now they should work correctly)

The reason I added the text is that I also removed the *** injects stimpack *** message, and did not want that info to get lost.

How about showing only +number over head, and more info in message log? Info about using stimpaks was shown in message log also in Fallout 1 / Fallout 2. I mean, if someone in my FOV used a Stimpak, then it would show:
"XYZ injects Stimpak."
If you could add such option via define, then it could be awesome. If not, then we would use what has been done already.

My problem with that is, that it is hard to test it, as it requires 2 online clients, or I have to make an NPC do it.
For the time being I will leave this as it is, maybe someone will continue the work, that's the reason to write tutorials after all. :)

For the floating heal text above head, there is a define, that enables/disables the reason part. Just leave it at default (false) and only numbers will show.

Kilgore

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Re: Healing numbers above critter.
« Reply #14 on: January 25, 2016, 09:14:44 am »
Just use Sandboxie to run the second client.