(FREE) Selective EnemyhealthUI
Nov 14, 2017 15:00:59 GMT
Invector, uberwiggett, and 4 more like this
Post by MSEurope on Nov 14, 2017 15:00:59 GMT
Hi Guys
This little addon allows the user to display only the health of the targetted NPC/Enemy I am new to the Invector API so this is just a very simple QOL Script that i developed just to dip my toes in so to speak
Tutorial (Part A: Setting up the Addon)
Player:
Attach the modified V Target lock on script to your Invector 3rd person controller (make sure you have backed up the old one)
Attach the V Object activation manager script to the Invector 3rd Person Melee Controller
Enemy:
Attach the VObjectActivator Script to the VEnemyAI Object
and that should be all set up correctly for you
Tutorial (Part B: Using the Add on)
When You have completed Part A you will then need to set up some items to make it actually work in game, this process is very simple and uses pretty much only Invectors event system to function.
Enemy Setup:
(Note: Make sure that you have attached Invector's enemyhealthUI to the head bone or wherever you have put it on the Enemy AI before proceeding)
Select the EnemyAI Object look at the newly added VObjectAnimator Component. You will see a dropdown called "Health Point Meter Activator"
you will get a series of options that need to be filled in before this will work;
1> (check box) Enable Health Bar Activator: obviously check this box if it isn't already. (this is here for future functionality additions)
2> (Prefab) Health Meter Prefab: Drag and drop the EnemyHealthUI Prefab component attached to the AI (This allows the code to know what to hide)
3> (Check Box) Deactivate on start up (this must always be checked unless you have made some other customization's to the code)
That concludes the basic set up for an AI:
Player Setup:
select the V Lock On Script component in your
First thing you will notice when you select the event system option is that there is now an extra Event addition this is called on select next target. This was added with the new modified V Lock On Script. I will eventually create it as a separate lock on script just to avoid messing around directly with Invectors components and will do this as soon as i can but until then you will have to replace invectors one with this (so you will need to find it in the project pane)
so on to setting up the player:
1> Click the Open Events button on the VlockOn Script
2> Add 1 new event to each of the sections
3> Drag and drop the VMeleePlayer object onto each object Box
4> keep them as runtime only and select the dropdown box and choose the following options
4.1> On Lock on Target (VObjectActivationManager>ActivateHealthBar(bool) Check the box that appears)
4.2> On Un Lock Target (VObjectActivationManager>ActivateHealthBar(bool) Keep this Unchecked)
4.3> On Next Target (VobjectActivationManager>ActivateNextHealthBar() nothing else to do on this)
Should look Something like this
5> When this is completed give it a try and hay presto it is working (Hopefully lol)
and that is all you will need to do to get it working. seems like alot but its not really.
This little addon allows the user to display only the health of the targetted NPC/Enemy I am new to the Invector API so this is just a very simple QOL Script that i developed just to dip my toes in so to speak
Tutorial (Part A: Setting up the Addon)
Player:
Attach the modified V Target lock on script to your Invector 3rd person controller (make sure you have backed up the old one)
Attach the V Object activation manager script to the Invector 3rd Person Melee Controller
Enemy:
Attach the VObjectActivator Script to the VEnemyAI Object
and that should be all set up correctly for you
Tutorial (Part B: Using the Add on)
When You have completed Part A you will then need to set up some items to make it actually work in game, this process is very simple and uses pretty much only Invectors event system to function.
Enemy Setup:
(Note: Make sure that you have attached Invector's enemyhealthUI to the head bone or wherever you have put it on the Enemy AI before proceeding)
Select the EnemyAI Object look at the newly added VObjectAnimator Component. You will see a dropdown called "Health Point Meter Activator"
you will get a series of options that need to be filled in before this will work;
1> (check box) Enable Health Bar Activator: obviously check this box if it isn't already. (this is here for future functionality additions)
2> (Prefab) Health Meter Prefab: Drag and drop the EnemyHealthUI Prefab component attached to the AI (This allows the code to know what to hide)
3> (Check Box) Deactivate on start up (this must always be checked unless you have made some other customization's to the code)
That concludes the basic set up for an AI:
Player Setup:
select the V Lock On Script component in your
First thing you will notice when you select the event system option is that there is now an extra Event addition this is called on select next target. This was added with the new modified V Lock On Script. I will eventually create it as a separate lock on script just to avoid messing around directly with Invectors components and will do this as soon as i can but until then you will have to replace invectors one with this (so you will need to find it in the project pane)
so on to setting up the player:
1> Click the Open Events button on the VlockOn Script
2> Add 1 new event to each of the sections
3> Drag and drop the VMeleePlayer object onto each object Box
4> keep them as runtime only and select the dropdown box and choose the following options
4.1> On Lock on Target (VObjectActivationManager>ActivateHealthBar(bool) Check the box that appears)
4.2> On Un Lock Target (VObjectActivationManager>ActivateHealthBar(bool) Keep this Unchecked)
4.3> On Next Target (VobjectActivationManager>ActivateNextHealthBar() nothing else to do on this)
Should look Something like this
5> When this is completed give it a try and hay presto it is working (Hopefully lol)
and that is all you will need to do to get it working. seems like alot but its not really.