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Currently, the player's max health is only shown when they have lost 5 or more health.
This appears to be hardcoded by setting the value of %MaxHealth% to a null value.
I propose that instead of doing this, the game will simply hide the panel or call an animation which hides the panel when the player has not lost 5+ HP.
This would allow custom HUD makers a bit more freedom, including allowing them to have the max health be always shown.
The text was updated successfully, but these errors were encountered:
treacherousfiend
changed the title
[TF2] [HUD] Allow %MaxHealth% to be used always
[TF2] [HUD] Allow %MaxHealth% to be always shown
Feb 4, 2022
just encountered this today trying to make a hud with an old-school "HP / max" text display and was disappointed to see the max health refuse to show at full health. Could max health be made to work like the ammo display perhaps? for the ammo, the AmmoInClip and similar labels are hidden or shown specifically by their fieldname, which allows hud editors to create a custom label using the %Ammo% variable and have it not be controlled by the hard-coded hiding.
If the PlayerStatusMaxHealthValue element itself were set to be hidden rather than the value of %MaxHealth% being set to an empty string, it would accomplish the same hiding effect in the vanilla hud, while allowing hud creators to use the max health value freely in a custom label with a different name, and should be a pretty simple change to make code-wise.
Currently, the player's max health is only shown when they have lost 5 or more health.
This appears to be hardcoded by setting the value of
%MaxHealth%
to a null value.I propose that instead of doing this, the game will simply hide the panel or call an animation which hides the panel when the player has not lost 5+ HP.
This would allow custom HUD makers a bit more freedom, including allowing them to have the max health be always shown.
The text was updated successfully, but these errors were encountered: