More detailed HP-bar for active target (after scan?)

    NeonSturm

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    Star-Conflict has some solution (it shows shield+hp bars divided into "x shield/hp" segments in a non-default setting)

    I suggest to top it to the max:
    0.3x hull, 0.5x shield compared to your max, 60% hull, 10% shield left.
    [||||| ||||| ||||| ||||| ||||| ||||| ||||| ||||| ||||| ||||| ||||| ||||| ||||| ||||| ||||| ||||| ||||| ||||| ||||| |||||]
    [||||| ||||| ||||| ||||| ||||| ||||| ||||| ||||| ||||| ||||| ||||| ||||| ||||| ||||| ||||| ||||| ||||| ||||| ||||| |||||]​
    (A)
    0.5 hull, 2x shield compared to your max, 40% hull, 10% shield left.
    [||||| ||||| ||||| ||||| ||||| ||||| ||||| ||||| ||||| ||||| ][ ||||| ||||| ||||| ||||| ||||| ||||| ||||| ||||| ||||| |||||]
    [||||| ||||| ||||| ||||| ||||| ||||| ||||| ||||| ||||| ||||| ][ ||||| ||||| ||||| ||||| ||||| ||||| ||||| ||||| ||||| |||||]​
    (B)
    0.5 hull, 2x shield compared to your max, 40% hull, 10% shield left.
    [||||| ||||| ||||| ||||| ||||| ||||| ||||| ||||| ||||| ||||| .. ||||| ||||| ||||| ||||| ||||| ||||| ||||| ||||| ||||| |||||]
    [||||| ||||| ||||| ||||| ||||| ||||| ||||| ||||| ||||| ||||| ][ ||||| ||||| ||||| ||||| ||||| ||||| ||||| ||||| ||||| |||||]
    Code:
    //once per own-enemy relation
    ratio_max_hull,shield = enemy.hull,shield / own.hull,shield
    segmentCount_hull,shield = roundUp( ratio_max_hull,shield )
    
    if (variante A) smaller(segmentCount_hull,shield) = max(segmentCount_hull,shield)
    
    //continuously
    ratio_current_hull,shield = enemy.hull,shield / own.hull,shield
    
    green,blue_start,length = 0, ratio_current_hull,shield *barLength
    grey_start,length = ratio_current_hull,shield, (ratio_max_hull,shield - ratio_current_hull,shield) *barLength
    black_start,length = ratio_max_hull,shield, (segmentCount_lower/upper - ratio_max_hull,shield) *barLength
     

    NeonSturm

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    I'm assuming this would be tied to the HP system?
    Just count blocks for now as the dev's blueprint-block feature does and summarize hp of full-health ship or existing blocks if it is not too expensive to count.

    But yes, it would provide the full advantage when the HP-system is released.