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New skill: Medic Awareness  XML
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Szlat

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BotFodder wrote:
I can tell you that a lot of higher level players prefer to stick with Awareness 1 and not use Awareness 2.

Using that logic, the colors (low health = red, high health = green/blue) is cool but Szlat refers to strictly MA2 to have the bars go in reverse I think - not so much in reference to color. Basically, at MA2, a fully healed player shouldn't have a bar at all. 

Agreed. Awareness 1 is soo much more useful. Rather than actually look for the monsters, you just look for the big bright awareness bars. With Awareness 2, as you say, you can't see the very small bars, so you have to change tactic and slowly scan through the undergrowth looking for the crawling krall.

(As an aside, I suggested earlier about putting a box around the medic awareness bar which would always be full size. If Moof goes down that route, it would be worth changing Awareness 2 to match)

On the Awareness side, especially with awareness 1, it is good to have the red band relatively small - so you know they are nearly dead. It means it is probably worth trying to finish the titan off, rather than running. If you split into 3 equal thirds, you don't get quite the same 'nearly dead' information. 4 bands at 25% each?
BotFodder

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Dru are you going to approve this skill? Or not?

I mainly ask because as far as I can tell it works but hasn't been committed yet (before I look at anything I always do an "update" ).

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BotFodder

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Moof - you got a bit of work to do ...

MedicAwarenessEnemyList.uc

There was a small bug for Dedicated Server situations that cropped up - Level.Game info apparently isn't replicated, so I couldn't see the bars. This much I fixed while I was mucking about - it would seem that if there aren't any "teams", then the team is set to 255. Mysterial uses the reference somewhere as well ...

Also in a dedicated server, if you have MedAware but not Aware, your pets don't have the bar. There's ... an idea ... that would make it worthwhile to do what you can to get this working. Unfortunately you might have to add a couple of loops/changes/additional variable(s) to EnemyList and the Interaction and key on FriendlyMonsterEffect (like the radar).

MedicAwarenessInteraction.uc

Near as I can tell it's just blue and white right now ... where did the colors go?

AbilityMedicAwareness.uc
I'm guessing you'll want to make the costs for this identical to the costs for regular Awareness. Dru may be thinking otherwise ... I'm not sure.

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Moof

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In short, it ain't gonna happen tonight. Or maybe for a chunk of this week. Work just got absolutely insane.

In answer to your concerns:
Thanks for fixing the team thingy in a dedicated server. That was one of the three things I changed in the ability to make it work. On a nondedicated server, in any game that is not an xTeamGame (ie, DM, Mutant, etc), all players have the same team number. That's why I put the patch in to enable it when there are healable people around only.

I'll take a look at getting it to work on pets on a dedicated server.

Szlat and I discussed the colors at length, and after testing it myself as a medic in games and talking it over I decided to use 1) colors that were not used in regular awareness and 2) diffferentiate only between "healable and not healable" at level 1, and require level 2 for players to see who could most use healing in a crowd by the size of the bar. Else, there is no incentive to buy level 2 - much the same as it is with Awareness currently.

I intentionally lowered the costs. My view of this is a base tool for the medic class, and I wanted it to be inexpensive. That's absolutely Dru's call, though.

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BotFodder

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Actually I'm playing with pets on dedicated server, and I'm finding (GAH!) that there's a lot of useful information that's just plain not replicated. In fact, for the Monster subclass of Pawns, I'm thinking there's less that's replicated when compared to other Pawn objects ...

As for the color thing ... I'll have to think about it because I can see your point. However, Dru and I have discussed (*gasp*) taking regular Awareness away from Medics and leaving them with Medic Awareness only. Hence the suggested changes. However, there's issues with getting pet info working right ...I'm still looking at the different ways of getting the right info in the right place ...

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BotFodder

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Got the "monsters we own" thing figure out. They get bars now.

Do you think you'll get the colors and costs done by Thursday evening? If not I'll go ahead and do it (I have a copy of the original classes floating around my C: drive).

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BotFodder

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Moof since you're busy I'll make a go at this this afternoon - I'm also working on the "upgrade" thing ...

So far I've changed it so on non-team games, you should still see the health bar over your own monsters. For team games, you should see the health bar over all friendly pawns (took a little magic but I think I got "friendly monsters that aren't yours" covered too - couldn't actually test it, so only time will tell for sure).

Cost has been upped by 5 pts - 10 pts for level 1, 15 for level 2 (compared to regular awareness which is 20/25). Once we get the upgrading thing worked out, some medics will get points back (woo!).

Colors: This is what I'm thinking:

BLUE = Greater than SuperHealthMax (usually Start + 99).
GREEN = 66% of Start or greater
YELLOW = 33% of Start or greater
RED = less than 33% of Start

I'll do color progression for MedAware level 2, and have the bar grow smaller as people get healthier (probably have the bar size related to Start+150, or the "medic max"). I'll have to do something about pets because this scheme I've come up with will have pets always being at most green, and near as I know you can't heal them past start. I'll find out eventually, and if they don't get anything past their start, I'll set it up so that they're blue when they're perfectly healthy; otherwise Start-1 through 66%, they're green. The medics should be happy about that because they'll have a clear indicator of when their pet is at 100%.

I think the BLUE/WHITE that you have now shows blue for >= Start - never seen a bot/pet with anything else yet.

I know you and Szlat had a convo about colors but to reiterate, Dru's decided that Medics will get no regular Awareness (I think it should be fairly easy to change them from reg.Aware to MedAware - worst case we'll come up with a way to change it and then bump them off the game so that the change replicates to the clients). Engineers won't get it either. So the colors for Medic Awareness can safely be similar to "regular" awareness without too much confusion.

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TheDruidXpawX

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Anyway the short answer is, yes, I'd like to put this in for this coming weekend.

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BotFodder

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I should have it (and upgrades) done this evening. Tomorrow latest.

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BotFodder

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Pets can be healed to HealthMax + 150, but they don't have a "SuperHealthMax" - I assign them one for math reasons in MedicAwarenessInteraction. I've also fixed the lack of a level change fix in AbilityMedicAwareness.

For Medic Awareness 1, bar height is 25%, colors are muted (blue is very muted at like 100, green a little less at 125, yellow a little less at 150, and the red bar got a value of 200).

All committed.

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Moof

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Thanks for the backup, Bot.

Moof, Scholar of Ni

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