#Difference of 2 trigger's progress
20 messages · Page 1 of 1 (latest)
function()
if aura_env.states[1].show and aura_env.states[2].show then
local exp1 = aura_env.states[1].expirationTime or 0
local exp2 = aura_env.states[2].expirationTime or 0
return exp1 - exp2
end
end
How could a similar thing be achieved for a progress bar?
I'm guessing I'd need a custom trigger that would return information required for the bar to operate so:
- How do I get the progress/duration/expire time from other triggers in a trigger?
- What kind of trigger would that be?
!watched
But what do you mean specifically, because the function above just returns a number. What do you want a bar to do with that number?
I made this previosly thx to your help but was seeing if I could make it a progress bar. I'd prolly need to convert the numbers away from negative or something too.
I mean, what would the progress bar show? Progress requires a value and a maximum to be relative to.
It usually starts at -14 I think and 0 would be the goal, although I think sometimes over 0 is fine
You could play with calling aura_env.region:SetDurationInfo(value, maxValue, true) inside the custom text function I game
Might be able to avoid the custom trigger
Cool I'll give that a bash
A progress bar doesn't have the custom input in Display tab
That's why I was thinking it would need to be a trigger
Sure it does. Any Aura Type that has Texts, just use %c.