#Low Health Pulse

1 messages · Page 1 of 1 (latest)

oblique sandBOT
#

You can mimic a low-health pulse by combining a Ticker (to drive a fading variable) with a loading requirement and opacity math.

  1. Add a Ticker and give it an action script that updates a variable each tick. For example, use Set Variable Value with something like
    pulse_strength:{"placeholder":"calc","values":{"decimal":"true","expression":"(Math.sin(({"placeholder":"world_time"} / 4) * (1 + 1 - {"placeholder":"current_player_health_percent"} / 100)) + 1) * 0.5"}}
    This gives you a value between 0 and 1 that pulses faster as current_player_health_percent drops. (The calc placeholder logic is explained in the Placeholders doc.)

  2. On your health bar element, add a Loading Requirement — e.g., Is Number checking that current_player_health_percent is below whatever low-health threshold you want. That keeps the pulse visible only when you’re hurt.

  3. Use the variable from step 1 in the element’s Opacity (or tint) field via a placeholder:
    {"placeholder":"getvariable","values":{"name":"pulse_strength"}}
    The Element Opacity doc covers using placeholders to drive opacity so you can make it fade in/out.

  4. If you want the entire element to flash rather than just fade, you can also toggle visibility with the same variable (e.g., Is Number requirement testing whether pulse_strength is above 0.5) — you’ll get a faster blink as health drops because the Ticker is scaling frequency with current_player_health_percent.

That setup gives you a heartbeat-style pulse only when health is low, with the pulse speeding up the lower the percent gets.

cold parcel
#

guide me through these step by step

oblique sandBOT
# cold parcel guide me through these step by step

Absolutely! Let’s walk through it step by step 😊


1. Create a Ticker to drive the pulse

  • Add a Ticker element to your layout.
  • Right-click it → Edit Action Script → add a Set Variable Value action.
  • Use this value (adjust as needed):
pulse_strength:{"placeholder":"calc","values":{"decimal":"true","expression":"(sin(({"placeholder":"world_time"} / 4) * (1 + (1 - {"placeholder":"current_player_health_percent"} / 100))) + 1) * 0.5"}}

This math makes pulse_strength go between 0 and 1, speeding up as your percent drops. If needed, tweak the /4 or 1 + ... parts to adjust base speed.

👉 For more on calc, see the Placeholders doc.


2. Show it only at low health

  • Right-click your health bar element → Loading Requirements → add Is Number.
  • Set it to compare current_player_health_percent with your threshold (e.g., “less than 35”).
    • Mode: smaller-than
    • Compare with: 35

Now the effect only runs when you’re hurt enough.


3. Apply the pulsing opacity

  • Right-click the health bar → OpacitySet.
  • Enter this (it pulls the variable):
{"placeholder":"getvariable","values":{"name":"pulse_strength"}}

Now the bar fades in/out with pulse_strength.

For opacity controls & placeholders, the Element Opacity doc has the same workflow.


4. Optional: Flash instead of smooth fade

If you prefer a blink:

  • Add another Is Number requirement (or use the same one) that checks if pulse_strength is bigger-than 0.6.
  • Stack it so the health bar shows only when the pulse is “high,” creating a flash.

Combine both opacity and visibility to get a heartbeat or strobe effect.


Would you like me to help you adjust specific values (thresholds, speed, etc.) next?

cold parcel
#

do i need to create a new variable called pulse_strength?

oblique sandBOT
#
Error

An error occurred while processing your question. Please try again later.