Healthbar / Damnum backport from sidemods.
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@ -731,9 +731,10 @@ Score can be used to buy items on the in-game store *(or gained from selling the
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Because in the middle of the chaos that is this mod you might have a hard time trying to figure out where everything is in between explosions and massive smoke clouds, a targeting array has been implemented, which will show the following:
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- **Players and monsters:** Draws an identification label and a health bar. The bar can display overhealing, and also indicate when someone is invulnerable. When they take damage or get healed, numbers *(either red or green)* will pop up around them. Only enemies in your direct line of sight are picked up, gradually fading once you lose sight of them, and only up to 40 individual bars can be displayed at a time *(configurable)*, giving priority first to players, then the nearest enemies. The **Omnisight** increases the time out-of-sight targets remain marked.
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- **Players and monsters:** Draws an identification label and a health bar. The bar can indicate when someone is invulnerable, as well as show special icons for allies and bosses. When they take damage, a cumulative counter will show up under the bar. Only enemies you or your allies deal damage to as well as those directly under your crosshairs are picked up, gradually fading once you lose sight of them.
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- **Keys and map exits:** If you've picked up an **Omnisight**, key items and any exit lines will be marked and labeled, along with a little distance indicator in map units. Note that this doesn't work for script-triggered exits *(the exit line detection is also kind of wonky with the way some of them are laid out, so you might see duplicate markers and whatnot)*.
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- **Highlighted items:** Holding the ***"Item Sense"*** button will mark and label nearby items, in case they're hard to see among countless piles of corpses or dim lighting. If you have an **Omnisight**, items that are out of view *(e.g.: behind walls)* will be marked too.
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- **Score and damage numbers:** Every time something gives you score, numbers will pop up around the source. For kills, this number might be accompanied by various strings of text as well, indicating additional bonuses applied. In regards to the damage numbers, those, as expected, burst from anything within the map that takes damage, regardless of whether or not you're the one who dealt it *(so you can guess something's going down if you see them show up all of a sudden)*. They're usually red, but the color might change sometimes depending on damage type.
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These components are toggleable.
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