


Enjoy!
*edit* fixed a grammatical error and added the 3rd screenshot to first post
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On a completely irrelevant note, I just it would be nice if there was a widget/engine change which outlined all queued buildings to be built with a faint white outline so you can see what units are in queue to be built without holding shift on a unit or w/e.AF wrote:A version of this which draws the squares of all structures when placing buildings would be nice, as well as team colours.
Code: Select all
local health,maxHealth=Spring.GetUnitHealth(unitID)
gl.Color(
health>maxHealth/2 and 2-2*health/maxHealth or 1, -- red
health>maxHealth/2 and 1 or 2*health/maxHealth, -- green
0, -- blue
alpha) -- alpha
Redundant, there are already health bars.zwzsg wrote:Instead of green, I like it better when the selection square color is used to convey another information. TA:K had the right idea with health colored selections IMO.
Code: Select all
local health,maxHealth=Spring.GetUnitHealth(unitID) gl.Color( health>maxHealth/2 and 2-2*health/maxHealth or 1, -- red health>maxHealth/2 and 1 or 2*health/maxHealth, -- green 0, -- blue alpha) -- alpha
Less than teamplatters I'd imagine. I doubt you would even notice any extra slowdown.Gota wrote:How many resources does this take with many units..
Healthbars are ugly, they are tiny billboarded rectangle floating over every unit breaking my feeling of immersion, so I gladly play without them given the chance.CarRepairer wrote:Redundant, there are already health bars.
Ima test it and if its ok I'll add it to next SA release.Pressure Line wrote:Less than teamplatters I'd imagine. I doubt you would even notice any extra slowdown.Gota wrote:How many resources does this take with many units..
Not to mention ally units, and any of your own units that aren't selected at the moment.luckywaldo7 wrote:The color changing based on health sounds cool, although I think it means you cannot see the hp of enemy units D:
There are times you need more precision than ambiguous visual cues can provide. Health is one of those. Sometimes you just need HUD information.zwzsg wrote:Anyway, this is probably my personal view of how games should be: A simulation where graphics represent gameplay, instead of pretty graphics unrelated to gameplay and that can be safely ignored, with a surimposition of bars, icons, numbers and charts to read what really matters.