FF2-Official
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SUGGESTION: Sync HUD adjustment for charge_bravejump & charge_teleport
I am aware they both were meant as slot 1 charges, but if someone wants a certain boss to use both abilities, and sets the slot of one of the charged abilities to 2, both sync huds will overlap each other's.
May i suggest using a switch statement for the slot so that the sync HUD don't overlap each other's (the secondary charge's sync hud text will appear below the primary charge's sync HUD)?
Also, charge_teleport should use it's own handle/synchronizer, teleHUD instead of sharing jumpHUD,
Using charge_teleport for reference:
case 1:
{
SetHudTextParams(-1.0, 0.88, 0.15, 255, 255, 255, 255);
FF2_ShowSyncHudText(client, jumpHUD, "%t", "teleport_status_2", -RoundFloat(charge));
}
case 2:
{
SetHudTextParams(-1.0, 0.88, 0.15, 255, 255, 255, 255);
FF2_ShowSyncHudText(client, jumpHUD, "%t", "teleport_status", RoundFloat(charge));
to
case 1:
{
switch(slot)
{
case 1:
SetHudTextParams(-1.0, 0.88, 0.15, 255, 255, 255, 255);
case 2:
SetHudTextParams(-1.0, 0.93, 0.15, 255, 255, 255, 255);
}
FF2_ShowSyncHudText(client, teleHUD, "%t", "teleport_status_2", -RoundFloat(charge));
}
case 2:
{
switch(slot)
{
case 1:
SetHudTextParams(-1.0, 0.88, 0.15, 255, 255, 255, 255);
case 2:
SetHudTextParams(-1.0, 0.93, 0.15, 255, 255, 255, 255);
}
FF2_ShowSyncHudText(client, teleHUD, "%t", "teleport_status", RoundFloat(charge));
}
Below is an example of a boss that uses both abilities, superjump in slot 1 & teleport in slot 2 with the mentioned adjustments:
Problem: What would take precedence if both are charged? Would it become a super teleport? :P
It would become a telejump lmao.
On this test boss, I have buttonmode set to 2 (reload) for the teleport charge to overcome this.
"ability2"
{
"name" "charge_bravejump"
"arg0" "1"
"arg1" "1.5"
"arg2" "8.0"
"plugin_name" "default_abilities"
}
"ability3"
{
"name" "charge_teleport"
"arg0" "2"
"arg1" "3.0"
"arg2" "20.8"
"buttonmode" "2"
"plugin_name" "default_abilities"
}
@50Wliu, just released said boss which uses both abilities, Sync HUD will need major adjustments so that both charge statuses are visible. As-is, this is how the status HUD shows, so if you already used one charge, you won't be able to see the charge/cooldown status of the other charge which can be quite a significant problem, in this case, the long teleport cooldown not allowing the superjump status to show its charge/cooldown status:
With said adjustments done:
https://forums.alliedmods.net/showpost.php?p=2279095&postcount=141