grammyis it possible to animate health and ammo numbers passively? i know how to work with low health pulse and buff pulse but there seems to be no way to animate the numbers when not buffed or hurt
There isn't a standard way, but you could probably do something like edit the MenuOpen event to start a loop that animates health/ammo, and then run "voice_menu_1;slot10" inside your class configs so that MenuOpen is reliably triggered whenever you play. If the bonus/dying animations affect the same stuff (ie. both do stuff on fgcolor) you would have to stopevent the passive loop on pulse, and then startevent the passive loop on pulseend again, but it should all be doable.
The alternative would be to set "HealthDeathWarning" in hudplayerhealth.res to "1.0" so that the HudHealthDyingPulse event runs whenever your health is less than max, skipping the need for adding anything to class configs -- but is overall worse since it doesn't work when you first start playing before you've taken damage, and means you can't have a low health animation.
It's a neat idea and I'm interested in the results
grammyedit: something that would help would be to tell me where the event HudHealthBonusPulse is called (assuming it works similar to methods)
The BonusPulse event runs when you have more than your regular amount of health. The opposite, DyingPulse, runs when you have less than whatever HealthDeathWarning in hudplayerhealth.res is set to (in percentages). They then call a loop so that they keep repeating until their PulseStop events run, when your health is neither too high or too low.
These are called in code and there isn't any real way to modify them, other than what was mentioned.