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  #1  
Old 06-11-2010, 08:42 PM
xAndrewx xAndrewx is offline
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HUD events...

Well, is there an update event for such things as


HTML Code:
onMPUpdated()
onAPUpdated()
onHPUpdated()
If not- why isn't there??!
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  #2  
Old 06-11-2010, 08:52 PM
Deas_Voice Deas_Voice is offline
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why would you need such events?
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  #3  
Old 06-11-2010, 08:53 PM
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Quote:
Originally Posted by Deas_Voice View Post
why would you need such events?
I guess to make a HUD that doesn't rely on timeouts to stay updated.
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  #4  
Old 06-11-2010, 09:07 PM
Deas_Voice Deas_Voice is offline
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Quote:
Originally Posted by DustyPorViva View Post
I guess to make a HUD that doesn't rely on timeouts to stay updated.
isn't he talking about the default "HUD"?
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  #5  
Old 06-11-2010, 09:32 PM
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Quote:
Originally Posted by Deas_Voice View Post
isn't he talking about the default "HUD"?
Default mechanics. You can make custom HUD's with the default system.
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  #6  
Old 06-11-2010, 10:11 PM
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Quote:
Originally Posted by Deas_Voice View Post
isn't he talking about the default "HUD"?
if he wasn't he'd be able to add such mechanics himself.

He has a very good question, I'm pretty sure no events exist on the client for these occuring and they probably should
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  #7  
Old 06-11-2010, 11:20 PM
fowlplay4 fowlplay4 is offline
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Personally I'd rather have something like this..

this.catchevent(player.hearts, "onValueChanged", "onHPUpdated");

So then you could apply it to whatever you'd like (player.hearts, clientr.stats.hp, etc).
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  #8  
Old 06-11-2010, 11:30 PM
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Quote:
Originally Posted by fowlplay4 View Post
Personally I'd rather have something like this..

this.catchevent(player.hearts, "onValueChanged", "onHPUpdated");

So then you could apply it to whatever you'd like (player.hearts, clientr.stats.hp, etc).
I'm not really a fan of the syntax but a way to catch when a variable changes would be a great addition.
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  #9  
Old 06-12-2010, 12:01 AM
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Quote:
Originally Posted by cbk1994 View Post
I'm not really a fan of the syntax but a way to catch when a variable changes would be a great addition.
It'd also have some nasty overhead costs (unless they are already there from some other feature).
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  #10  
Old 06-12-2010, 09:41 AM
xAndrewx xAndrewx is offline
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Yeah, anything that would prevent a timeout

I've done the HP updating using:
HTML Code:
function onPlayerHurt()
Need some more for MP/AP etc though, thanks. Should've posted in future updates
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  #11  
Old 06-12-2010, 06:30 PM
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Quote:
Originally Posted by fowlplay4 View Post
Personally I'd rather have something like this..

this.catchevent(player.hearts, "onValueChanged", "onHPUpdated");

So then you could apply it to whatever you'd like (player.hearts, clientr.stats.hp, etc).
This would be great.
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  #12  
Old 06-12-2010, 06:37 PM
DustyPorViva DustyPorViva is offline
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Quote:
Originally Posted by xAndrewx View Post
Yeah, anything that would prevent a timeout

I've done the HP updating using:
HTML Code:
function onPlayerHurt()
Need some more for MP/AP etc though, thanks. Should've posted in future updates
That doesn't take into account healing, though, does it?
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  #13  
Old 06-13-2010, 01:05 AM
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Quote:
Originally Posted by DustyPorViva View Post
That doesn't take into account healing, though, does it?
I believe heals count as a negative hurt.
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  #14  
Old 06-13-2010, 01:31 AM
DustyPorViva DustyPorViva is offline
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Quote:
Originally Posted by Crow View Post
I believe heals count as a negative hurt.
That would be... odd. I can't say I've ever tested it, but I never remember having to put checks in to make sure when the player was hurt that it was taking away health.
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  #15  
Old 06-13-2010, 10:33 PM
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Quote:
Originally Posted by DustyPorViva View Post
That would be... odd. I can't say I've ever tested it, but I never remember having to put checks in to make sure when the player was hurt that it was taking away health.
Well, you can heal the player by using hurt() with a negative number, so it'd make sense. Kinda.
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