@AmenMoses, is it possible you can make the script so that after the AttachHealthBar( e ) is activated in the ai_soldier script that i can hide or un hide the decals at anytime lets say with a variable from another script.
I have tried to do that and has failed in every attempt.
I have tried to pick up a variable from in the module_combatcore.lua script ( healthbar = 1 )
It is were I PromptLocal(e,"*") . the PromptLocal for some reason works and goes on and off at the same
time the soldier fires but i can get it right with the variable
if ai_bot_state[e] ~= ai_state_startreload and ai_bot_state[e] ~= ai_state_reload and ai_bot_state[e] ~= ai_state_reloadsettle and g_Entity[e]['plrvisible'] == 1 then
PromptLocal(e,"*")--Prompt(shots_fired)
healthbar = 1
AttachHealthBar( e )
shots_fired = shots_fired + 1---pcs mod
if GetAmmoClip(e) > 0 then
FireWeapon(e)
else
tReloadFinishFrame = GetEntityAnimationFinish(e,4)
if tReloadFinishFrame > 0 then
ai_bot_state[e] = ai_state_startreload
end
end
else
healthbar = 0
end
I know you have already give so much, but i tried i can not get it right.
Thank you in advanced.
edited: sorry i only saw this now
Quote: "That's a clever solution, later I'll show you an even cleverer one which doesn't involve editing the module_combatcore. "
edited :.. Oh and before i forget the Prompt on the bottom of the screen that prompts 0 or 1 is the
variable healthbar = 1. On the video you can see with more than one soldier it does not prompt the variable correctly.
Current W.I.P
TheValley
Windows 10 Pro 64-bit
Intel(R) Core(TM) i5-4590S CPU @ 3.00GHz
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DirectX Version: DirectX 11