tyler1261
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| Joined: 29 Sep 2012 |
| Total Posts: 91 |
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| 16 Aug 2016 04:28 PM |
| I want to know what object I can use to make a health bar, that would always face your screen, That you wont be able to see after a certain distance. |
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Soybeen
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| Joined: 17 Feb 2010 |
| Total Posts: 21462 |
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| 16 Aug 2016 04:30 PM |
So you're talking about like a BillboardGui? Make one, clone it into the character's head on respawn, and then adornee it to the Head.
http://wiki.roblox.com/index.php?title=API:Class/BillboardGui
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tyler1261
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| Joined: 29 Sep 2012 |
| Total Posts: 91 |
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| 16 Aug 2016 04:31 PM |
| Yeah Billboard GUI will do, Im just not using it for the player. I can do the rest myself. |
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tyler1261
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| Joined: 29 Sep 2012 |
| Total Posts: 91 |
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| 16 Aug 2016 04:33 PM |
| Any idea how to have it invisible from a certain distance away? |
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Soybeen
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| Joined: 17 Feb 2010 |
| Total Posts: 21462 |
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| 16 Aug 2016 04:38 PM |
If you set its size using Offset instead of Scale, it will shrink as distance increases.
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tyler1261
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| Joined: 29 Sep 2012 |
| Total Posts: 91 |
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| 16 Aug 2016 04:56 PM |
| Even if I do use an ExtentsOffset it still gets bigger as I go further away. I have also run into a series of problems. I first need to know how to make a health bar that changes color as health goes, If I shoot the humanoid on the part it doesn't seem to lose health. |
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| 16 Aug 2016 04:58 PM |
| use scale or put all gui in each players playergui and change the settings manually |
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Soybeen
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| Joined: 17 Feb 2010 |
| Total Posts: 21462 |
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| 16 Aug 2016 05:04 PM |
Yep sorry, Scale instead of Offset. To change the color of a health bar as health decreases, I believe it's as simple as this
-- define h as the Humanoid -- and define frame as the Frame you're sizing and recoloring
h.HealthChanged:connect(function(health) ratio = health/h.MaxHealth frame.Size = UDim2.new(ratio,0,1,0) frame.BackgroundColor = Color3.new(1-(ratio),ratio,0) end)
-- correct me if I'm wrong, I'm notoriously bad at math.
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tyler1261
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| Joined: 29 Sep 2012 |
| Total Posts: 91 |
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| 16 Aug 2016 05:18 PM |
| ratio is an unknown global, Tried making it a local, didn't work. The color does not change of the frame, And I still cant damage the humanoid. And I'm still not exactly sure what you meant by using scale in stead of offset. |
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| 16 Aug 2016 05:18 PM |
| a udim2: {scale,offset},{scale,offset} |
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Soybeen
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| Joined: 17 Feb 2010 |
| Total Posts: 21462 |
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| 16 Aug 2016 05:20 PM |
You need to define Humanoid, and the Frame. putting the word local in front of the variable ratio should silence that blue underline.
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tyler1261
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| Joined: 29 Sep 2012 |
| Total Posts: 91 |
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| 16 Aug 2016 05:21 PM |
| How this health bar is going to be used is, If you get in a certain radius of the object, (The hitbox part which is what will take damage) it will display an HP bar, with the name of the object, text displaying Hp / MaxHp, and a gradient health bar that will change color as it gets damaged, (Shot in the "Hitbox" part) |
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tyler1261
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| Joined: 29 Sep 2012 |
| Total Posts: 91 |
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| 16 Aug 2016 05:22 PM |
| And the blue line went away, but it still does nothing to the frame itself. |
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Soybeen
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| Joined: 17 Feb 2010 |
| Total Posts: 21462 |
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| 16 Aug 2016 05:22 PM |
So you're not using a humanoid? Change .HealthChanged to just .Changed, then.
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| 16 Aug 2016 05:23 PM |
local h = health/maxhealth bar.BackgroundColor3 = Color3.new((1-h)*1.2,h*1.2,0) bar.Size = UDim2.new(h,0,1,0)
then the billboard gui setup is really easy if you watch tutorials |
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tyler1261
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| Joined: 29 Sep 2012 |
| Total Posts: 91 |
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| 16 Aug 2016 05:26 PM |
| I am using a humanoid, For some reason, it wont get damaged via gun or sword. |
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