TAMods
0.4
Customization mod for Tribes:Ascend
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Go to the source code of this file.
Classes | |
struct | DamageNumber |
struct | DamageNumberArray |
Functions | |
void | onDamageNumberCreate (DamageNumberArray dam_nums, number damage_value, Vector4 location, boolean is_shield) |
void | onDamageNumberUpdate (DamageNumberArray dam_nums, HUD hud, number time_delta) |
Variables | |
number | damageNumbersLimit |
number | damageNumbersOffsetX |
number | damageNumbersOffsetY |
number | damageNumbersScale |
boolean | showDamageNumberStream |
boolean | showChainBulletHitCount |
number | damageNumberStreamTimeout |
string | damageNumberCustomText |
boolean | showRainbow |
Color | damageNumbersColorMin |
Color | damageNumbersColorMax |
void onDamageNumberCreate | ( | DamageNumberArray | dam_nums, |
number | damage_value, | ||
Vector4 | location, | ||
boolean | is_shield | ||
) |
This function will be called everytime a damage number is created, and will replace the default behaviour
You have to implement this function if you want to override the default damage number behaviour
dam_nums | The array that holds the already existing damage numbers |
damage_value | The damage done and that will be displayed by the damage number |
location | The 4d world position of the damage number |
is_shield | If the damage number is shield (as in base turret or sensor shield) damage |
void onDamageNumberUpdate | ( | DamageNumberArray | dam_nums, |
HUD | hud, | ||
number | time_delta | ||
) |
This function will be called once per frame to update the damage numbers, and will replace the default behaviour
You have to implement this function if you want to override the default damage number behaviour
dam_nums | The array that holds the already existing damage numbers |
hud | The HUD object that will allow you to draw the damage number and do variour things |
time_delta | The time that passed since the last frame |
string damageNumberCustomText |
The text that the damage numbers will show instead of the damage
Color damageNumbersColorMax |
The color that the damage numbers will take as they fade out
By default this color is red
Color damageNumbersColorMin |
The initial color taken by the damage numbers
By default this color is white
number damageNumbersLimit |
Damage amount that needs to be done before damage numbers show up
number damageNumbersOffsetX |
Horizontal location of the damage numbers, relative to where they normally spawn
number damageNumbersOffsetY |
Vertical location of the damage numbers, relative to where they normally spawn
Keep in mind that a positive value will make the numbers appear lower, and a negative value will make them higher
number damageNumbersScale |
The scale of the damage numbers
The default value is 1.0, 0.5 is half the size, etc
number damageNumberStreamTimeout |
The number of seconds without hits needed to restart the damage numbers stream or bullet count
boolean showChainBulletHitCount |
If the damage numbers should show the number of hits done in a row instead of the damage done
boolean showDamageNumberStream |
If the damage numbers should add up the damage done instead of counting individual hits
boolean showRainbow |
If the damage number colors should change dynamically in rainbow colors