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Crit heal timer/counter
posted in Customization
1
#1
0 Frags +

Hey, all. I was curious and wanted to see if there is some kind of timer for 8-10 seconds on a hud for crit heals. I remember that slin made a custom timer for keeping track of the other medic's uber.
Seen here: youtube.com/watch?v=VDBdWawPRhU
*He actually doesn't use it (to my knowledge) but it is the bottom bar.

Is there a way to make a timer like that for crit heals? Can it be done automatically with the damage events in the hud?

Thanks.

Hey, all. I was curious and wanted to see if there is some kind of timer for 8-10 seconds on a hud for crit heals. I remember that slin made a custom timer for keeping track of the other medic's uber.
Seen here: youtube.com/watch?v=VDBdWawPRhU
*He actually doesn't use it (to my knowledge) but it is the bottom bar.

Is there a way to make a timer like that for crit heals? Can it be done automatically with the damage events in the hud?

Thanks.
2
#2
0 Frags +

Cloudmaker's thread:
http://teamfortress.tv/thread/17883/uber-tracking-hud-mod/?page=1

Cloudmaker's thread:
http://teamfortress.tv/thread/17883/uber-tracking-hud-mod/?page=1
3
#3
4 Frags +

http://teamfortress.tv/thread/7516/damage-indicators#2
The better way is to use damage indicators and set minimumtime to 10.

You'd have to press a bind every time you took damage if you wanted to do it the way the uber tracker does it.

http://teamfortress.tv/thread/7516/damage-indicators#2
The better way is to use damage indicators and set minimumtime to 10.

You'd have to press a bind every time you took damage if you wanted to do it the way the uber tracker does it.
4
#4
3 Frags +

You can make damage indicators always appear on one position, and then adjust where it is on your screen, then you can also adjust it's size and length. You could for example make a bar on the side that stays for 10 seconds, it's pretty nice.

You can make damage indicators always appear on one position, and then adjust where it is on your screen, then you can also adjust it's size and length. You could for example make a bar on the side that stays for 10 seconds, it's pretty nice.
5
#5
0 Frags +

Thanks for the responses. I'm just wondering: do I have to make a HudDamageIndicator2 to make an additional customized one?

Thanks for the responses. I'm just wondering: do I have to make a HudDamageIndicator2 to make an additional customized one?
6
#6
0 Frags +

Sorry for being a bit late, but if I were to make this into a separate object e.g. how rainman seems to ask but in the shape that Bonafide explains, how would one go about this?

From what I understand the link JarateKing has given seems to edit the radius and shape of the damage indicator which is handy but if I could have a separate object to display that would be handy too!

Sorry for being a bit late, but if I were to make this into a separate object e.g. how rainman seems to ask but in the shape that Bonafide explains, how would one go about this?

From what I understand the link JarateKing has given seems to edit the radius and shape of the damage indicator which is handy but if I could have a separate object to display that would be handy too!
7
#7
0 Frags +

Yes, does someone know if what sakilsa and I are referring to is possible? A second and separate hud damage indicator?

Yes, does someone know if what sakilsa and I are referring to is possible? A second and separate hud damage indicator?
8
#8
0 Frags +

the uber counter works because it's manually triggered. you open a voice menu to reset the bar, and then you close the voice menu to start the bar again (i double tap "c" on my keyboard to quickly reset the bar).

i don't think that this would be practical for crit heals because it's just another button to press. i'm not saying that you don't have the APM for this, but it's not necessary -- you'd find yourself mashing your bind in a teamfight. rather, it's better IMO to just get a feel for the timing and get a sense for crit heal timings without a timer on screen. it's hard to count 40 seconds straight without making a mistake, but it's easy to keep track of roughly 10 seconds without a timer.

the uber counter works because it's manually triggered. you open a voice menu to reset the bar, and then you close the voice menu to start the bar again (i double tap "c" on my keyboard to quickly reset the bar).

i don't think that this would be practical for crit heals because it's just another button to press. i'm not saying that you don't have the APM for this, but it's not necessary -- you'd find yourself mashing your bind in a teamfight. rather, it's better IMO to just get a feel for the timing and get a sense for crit heal timings without a timer on screen. it's hard to count 40 seconds straight without making a mistake, but it's easy to keep track of roughly 10 seconds without a timer.
9
#9
1 Frags +
MR_SLINthe uber counter works because it's manually triggered. you open a voice menu to reset the bar, and then you close the voice menu to start the bar again (i double tap "c" on my keyboard to quickly reset the bar).

I'm sorry slin, I know what script you are mentioning but Jarateking is talking about the hud damage indicator (The large red bars that are customization and appear to tell you where incoming damage is coming from as well as be larger when facing high amounts of damage)

The idea is that by adjusting the time they remain on the screen no red bars mean crit heals are ready. On top of this Rainman is also suggesting a separate component to display but using the same calls to the hud with a 2nd hud element to appear or disappear when crit heals are ready but leaving the red bars to last on the default seconds of 2. (Original idea jarateking suggesting to allow the bar's lifespan to be 10 seconds to show when crit heals were not available)

=]

[quote=MR_SLIN]the uber counter works because it's manually triggered. you open a voice menu to reset the bar, and then you close the voice menu to start the bar again (i double tap "c" on my keyboard to quickly reset the bar).
[/quote]

I'm sorry slin, I know what script you are mentioning but Jarateking is talking about the hud damage indicator (The large red bars that are customization and appear to tell you where incoming damage is coming from as well as be larger when facing high amounts of damage)

The idea is that by adjusting the time they remain on the screen no red bars mean crit heals are ready. On top of this Rainman is also suggesting a separate component to display but using the same calls to the hud with a 2nd hud element to appear or disappear when crit heals are ready but leaving the red bars to last on the default seconds of 2. (Original idea jarateking suggesting to allow the bar's lifespan to be 10 seconds to show when crit heals were not available)

=]
10
#10
0 Frags +

So am I crazy or is there a hud animation for taking damage? Could this be used to trigger a counter?

So am I crazy or is there a hud animation for taking damage? Could this be used to trigger a counter?
11
#11
1 Frags +
Knuckles_So am I crazy or is there a hud animation for taking damage? Could this be used to trigger a counter?

There's one for dealing damage, but none for taking damage.

[quote=Knuckles_]So am I crazy or is there a hud animation for taking damage? Could this be used to trigger a counter?[/quote]
There's one for dealing damage, but none for taking damage.
12
#12
0 Frags +

#9 i know what you're saying. i was just referring to the uber count bind, and i was saying that it wouldn't be practical for this use.

i get how you'd use a damage indicator to show the timing, but it would also stay on your screen for 10-15 seconds per indicator, and the more damage stacks up, the more red your screen would be. even if you made the damage indicators super thin, it'd get very annoying and it could potentially interfere with your aim or dodging.

#9 i know what you're saying. i was just referring to the uber count bind, and i was saying that it wouldn't be practical for this use.

i get how you'd use a damage indicator to show the timing, but it would also stay on your screen for 10-15 seconds per indicator, and the more damage stacks up, the more red your screen would be. even if you made the damage indicators super thin, it'd get very annoying and it could potentially interfere with your aim or dodging.
13
#13
3 Frags +

or you know, you guys could learn the game and not use 1000 scripts so the game plays for you.

or you know, you guys could learn the game and not use 1000 scripts so the game plays for you.
14
#14
1 Frags +
MR_SLIN but it would also stay on your screen for 10-15 seconds per indicator, and the more damage stacks up, the more red your screen would be. even if you made the damage indicators super thin, it'd get very annoying and it could potentially interfere with your aim or dodging.

Well flip I didn't consider that.

Thanks for clarification, Back to counting again :D

[quote=MR_SLIN] but it would also stay on your screen for 10-15 seconds per indicator, and the more damage stacks up, the more red your screen would be. even if you made the damage indicators super thin, it'd get very annoying and it could potentially interfere with your aim or dodging.[/quote]
Well flip I didn't consider that.

Thanks for clarification, Back to counting again :D
15
#15
1 Frags +

I got really excited about a year ago because there's a material proxy for .vmt files called "PlayerDamageTime", which theoretically is perfect for crit heals. In theory it could be used to make a custom material change color or appear only after a certain amount of time has elapsed since you last took damage. Unfortunately, I personally could not get it to work, and neither could JarateKing, but I'm still posting this in the vague hope that there is a more knowledgeable individual out there that will see something we're missing.

http://i.imgur.com/m6ly66s.png

(source).

I got really excited about a year ago because there's a material proxy for .vmt files called "PlayerDamageTime", which theoretically is perfect for crit heals. In theory it could be used to make a custom material change color or appear only after a certain amount of time has elapsed since you last took damage. Unfortunately, I personally could not get it to work, and neither could JarateKing, but I'm still posting this in the vague hope that there is a more knowledgeable individual out there that will see something we're missing.

[img]http://i.imgur.com/m6ly66s.png[/img]
([url=https://developer.valvesoftware.com/wiki/List_Of_Material_Proxies]source[/url]).
16
#16
2 Frags +
komorebiI got really excited about a year ago because there's a material proxy for .vmt files called "PlayerDamageTime", which theoretically is perfect for crit heals. In theory it could be used to make a custom material change color or appear only after a certain amount of time has elapsed since you last took damage. Unfortunately, I personally could not get it to work, and neither could JarateKing, but I'm still posting this in the vague hope that there is a more knowledgeable individual out there that will see something we're missing.

The issue specifically is that the proxy fails to initialize in tf2, meaning odds are it's not even implemented.

If you could delay a change in a proxy's value, you could probably whip up something with playerhealth and additives, but atm I don't know how/if it's possible.

[quote=komorebi]I got really excited about a year ago because there's a material proxy for .vmt files called "PlayerDamageTime", which theoretically is perfect for crit heals. In theory it could be used to make a custom material change color or appear only after a certain amount of time has elapsed since you last took damage. Unfortunately, I personally could not get it to work, and neither could JarateKing, but I'm still posting this in the vague hope that there is a more knowledgeable individual out there that will see something we're missing.[/quote]
The issue specifically is that the proxy fails to initialize in tf2, meaning odds are it's not even implemented.

If you could delay a change in a proxy's value, you could probably whip up something with playerhealth and additives, but atm I don't know how/if it's possible.
17
#17
-16 Frags +

I know I'm necroing a thread, but I should probably say this just in case anyone had the same idea so they don't waste their time:

PlayerDamageTime, PlayerHealTime, and PlayerHealth are all leftover proxies from pre-release TF2. They were never been implemented in TF2, and it does not exist in any current TF2 binary, so basically these proxies never existed.

(Verified through scanning the current binaries, and the 2008 and Jungle Inferno code leaks.)

I know I'm necroing a thread, but I should probably say this just in case anyone had the same idea so they don't waste their time:

PlayerDamageTime, PlayerHealTime, and PlayerHealth are all leftover proxies from pre-release TF2. They were never been implemented in TF2, and it does not exist in any current TF2 binary, so [b]basically these proxies never existed[/b].

(Verified through scanning the current binaries, and the 2008 and Jungle Inferno code leaks.)
18
#18
9 Frags +

https://i.kym-cdn.com/entries/icons/original/000/033/189/tumblr_33caa6fa2d9060d1ebf32b7f13a3bf38_59ae975d_1280.png

[img]https://i.kym-cdn.com/entries/icons/original/000/033/189/tumblr_33caa6fa2d9060d1ebf32b7f13a3bf38_59ae975d_1280.png[/img]
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