MechWarrior 5: Mercenaries

MechWarrior 5: Mercenaries

HTAL
正在显示第 1 - 10 项,共 17 项条目
< 1  2 >
更新于:10 月 13 日 下午 7:12

Updating for the latest DLCs/Changes.

Unfortunately there were some additions that I had to account for with the blueprints so something may have broken, but at least typical functionality seems to be in place still.

更新于:2024 年 8 月 18 日 下午 3:04

While not the configuration option people wanted, after a discussion about color for paperdolls in MWO and looking at ways for configuring ordering of the section health, I realized I probably should open up the color gradient to configuration. So now you can configure up to 4 colors for different health "states" while also adjust what percentage these states trigger.

There is no checks to make sure that you can't reverse the state ordering so misconfiguration unfortunately has potential so be careful. The order of states goes "scratched" -> "damaged" -> "hurt" -> "critical" which is the names I used internally. They aren't the best names but *shrug*, they were the best I could come up with.

更新于:2024 年 5 月 1 日 下午 5:02

更新于:2024 年 3 月 26 日 下午 3:31

Updated for latest patch

更新于:2024 年 3 月 22 日 下午 12:46

This mod no longer modifies the target component of each mech instead it hooks into the target/player widgets to inject the HTAL specifically for mechs. This allows the out of game menus to retain the paper doll where the readout can afford to be a bit more stylized IMO (there is potential this might change in the future).

This means that this mod should no longer have a dependency on DLC for it to apply to DLC mechs but also better support mechs from mods as well. WARNING: The changes does mean this might conflict with mods it didn't used to conflict with so beware.

更新于:2024 年 3 月 13 日 下午 8:48

Updated to support the new Solaris DLC but also realized I never updated DLC mechs to be supported by this so went ahead and updated all DLC mechs with this.

更新于:2024 年 1 月 27 日 上午 9:57

Added spacers between Head, Torso, Arms, Legs, and Rear health bars to provide some visual grouping to identify each piece a bit easier. Also adjusted the player's readout to be better oriented with the visual background for the target readout.

更新于:2023 年 12 月 30 日 下午 11:02

This was a quick update because I managed to get everything working easier than I thought I would.
This update adds "partial" segments to the progress bar. Previously the segments were kept uniform meaning that they across the bars, each "segment" could vary in how much health it represents; NO MORE! Now if there is remainder after dividing the health by the target amount per segment, it will show up at the top of the bar as a partial segment, everything else will work as before.

This also finally displays damage done as red background to the progress bar, it will decay over time but the delay in which it takes for damage to decay and the rate it decays are both configurable! It's important to note that each "change" to the progress bar is treated independent of other changes, meaning that each "chunk" decays separately from other "chunk"s. That's less important to users, but is a technical detail I'm quite proud of and results in a IMO "smoother" decay.

更新于:2023 年 12 月 30 日 下午 6:11

This is a V2 effectively of the mod.

The progress bars are now custom built rather than the basic progress bar within UE. It allows for segmentation to help denote the differences in amount of health per section. The amount per section is configurable if you have the MW5 compatibility mod, though results may vary depending on the boundaries (I have not tested the minimum value that is configurable, which is 1). However if you set it to the max, you can effectively get the same bars you would prior to this version update. It is important to note that the progress bar currently doesn't allow partial segments, so the segment could represent +/- half the target value until I get that behavior in place (the more segments the more accurate the target is).

It's also worth noting I've changed the animation to notify you of changes to act on the border both because it is easier and also seems to be the source of the issues I thought I fixed (but didn't) where the color was updating to the appropriate color with the animation in play.

更新于:2023 年 12 月 17 日 下午 7:56

Correcting color behavior with animations. The animation would prevent the new color from applying.