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		<title><![CDATA[Latest posts for the topic "Medic Awareness code"]]></title>
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				<title>Medic Awareness code</title>
				<description><![CDATA[ Dru, I checked out the Awareness ability. It turns out that it should be a very, very simple change!

Aside from renaming the classes and files and the obligatory points/prereqs and such, this code in AwarenessEnemyList.uc lns 33-35:

<span class="genmed"><b>Code:</b></span><br>
		<div style="overflow: auto; width: 100%;">
		<pre>
if &#40; P != PlayerOwner.Pawn && P != PlayerDriver
&& &#40;P.IsA&#40;'Monster'&#41; || P.GetTeamNum&#40;&#41; == 255 || P.GetTeamNum&#40;&#41; != PlayerOwner.GetTeamNum&#40;&#41;&#41;
&& &#40;Vehicle&#40;P&#41; == None || &#40;Vehicle&#40;P&#41;.bDriving && P.GetVehicleBase&#40;&#41; == None&#41;&#41; &#41;
</pre>
		</div>

Change that to
<span class="genmed"><b>Code:</b></span><br>
		<div style="overflow: auto; width: 100%;">
		<pre>
if &#40;P.GetTeamNum&#40;&#41; == PlayerOwner.GetTeamNum&#40;&#41;&#41;
</pre>
		</div>

That oughta do it!]]></description>
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				<pubDate><![CDATA[Tue, 8 Aug 2006 20:29:08]]> GMT</pubDate>
				<author><![CDATA[ Moof]]></author>
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				<title>Medic Awareness code</title>
				<description><![CDATA[ I knew there was a way to do it, I just couldn't think of anywhere it was used.  Good work!]]></description>
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				<pubDate><![CDATA[Tue, 8 Aug 2006 23:41:52]]> GMT</pubDate>
				<author><![CDATA[ KohanX]]></author>
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				<title>Re:Medic Awareness code</title>
				<description><![CDATA[ Medic awareness would add an excellent new dimension to the medic class.

]]></description>
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				<pubDate><![CDATA[Wed, 9 Aug 2006 13:07:07]]> GMT</pubDate>
				<author><![CDATA[ 320]]></author>
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				<title>Medic Awareness code</title>
				<description><![CDATA[ Hmm, though, I would like to make sure I know what is being done here.

You are showing how to show an image on specific clients?  If I remember correctly, we were having trouble with the 'Medic Halo', because in versus games, the opposing team could see who the medics were.  At the time, Druid had thought that if something was there (like a halo), you couldn't mask it to certain players; it was just *there*.  Awareness is a perfect example of the opposite, however: only if the target is a monster, not a player, not a vehicle, et cetera, should it show.

So, all we have to do is give everyone a 'Medic Awareness' inventory that targets everyone, nut only shows the cross if the target is a medic (or has a medic weapon readied, or whatever) and on the same team as you, and woohoo!]]></description>
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				<pubDate><![CDATA[Wed, 9 Aug 2006 14:05:09]]> GMT</pubDate>
				<author><![CDATA[ KohanX]]></author>
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				<title>Re:Medic Awareness code</title>
				<description><![CDATA[ No this is so Medics have an "awareness" bar for players similar to the regular "Awareness" skill.]]></description>
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				<pubDate><![CDATA[Wed, 9 Aug 2006 14:27:03]]> GMT</pubDate>
				<author><![CDATA[ BotFodder]]></author>
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				<title>Medic Awareness code</title>
				<description><![CDATA[ I don't know about anyone else, I think that's sort of pointless, being as how they can already see how much health they and others have, and rather easily, I think.]]></description>
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				<pubDate><![CDATA[Wed, 9 Aug 2006 14:28:31]]> GMT</pubDate>
				<author><![CDATA[ KohanX]]></author>
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				<title>Medic Awareness code</title>
				<description><![CDATA[ <p></p>

		<cite>KohanX wrote:</cite><br>
		<blockquote>I don't know about anyone else, I think that's sort of pointless, being as how they can already see how much health they and others have, and rather easily, I think.&nbsp;
		</blockquote>

Actually I disagree. It is true that you can see how much health someone has simply by walking up to them. But there are two problems with that idea.

1) You have to be fairly close to be able to read the numbers
2) You can only see how much health a player currently has, you cannot see their max health

Just because you know how much health they have, doesn't mean you know how much health they can accept from you. 

Being able to see a graphical bar that shows roughly what percentage of their max health they have would be a good thing. I know there have been many times when I wondered if it was worth trying to chase people around healing them or if they are already full. Currently the best way to tell is to shoot them and see what happens. Think of the time and lives we could save.  :wink: 

The real trick would be figuring out a way to represent current health, max health, and maximum medic health all in one bar. The normal awareness skill would work but it would look like they just have max health when they might have up to 150 more than that. Or the more likely problem, they would appear to have a full awareness bar, but could be given up to 150 more health and you wouldn't necessarily realize it.]]></description>
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				<pubDate><![CDATA[Wed, 9 Aug 2006 14:52:07]]> GMT</pubDate>
				<author><![CDATA[ v0rTeX]]></author>
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				<title>Medic Awareness code</title>
				<description><![CDATA[ Oooh, you know what would be cool...  Have a green bar that represents their health as a percent of their normal max health.  To make sure a medic knows when they're full, have white fill in the rest of the space up to 100%.  Health past their normal max is represented as an overlain pale blue bar with the same proportions as the first one, using a percent of their post-max health out of 150.  Here are a few ASCII representations of various health bar amounts.  This is assuming the target has 100 normal health max.
<span class="genmed"><b>Code:</b></span><br>
		<div style="overflow: auto; width: 100%;">
		<pre> @ = Green, O = White, & = Pale Blue
 60: @@@@@@OOOO
145: &&&@@@@@@@
250: &&&&&&&&&&</pre>
		</div>

Is that awesome or is that awesome?  Kudos to games with overlain health bars (Mega Man Zero and DBZ Budokai, that I can think of...)]]></description>
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				<pubDate><![CDATA[Wed, 9 Aug 2006 15:40:20]]> GMT</pubDate>
				<author><![CDATA[ KohanX]]></author>
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				<title>Re:Medic Awareness code</title>
				<description><![CDATA[ Given that medics can purchase the regular Awareness skill, you will need the 'medic awareness' bar to be significantly different, so the medics can easily differentiate between enemies and team members. So, I would suggest avoiding the colours green, red and yellow.]]></description>
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				<pubDate><![CDATA[Wed, 9 Aug 2006 16:47:27]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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				<title>Medic Awareness code</title>
				<description><![CDATA[ I disagree.

Look at it this way...  You see a bar.  You then go through the following 'if statements':

Is there white on it?  It's a Player.
Is there blue on it?  It's a Player.
Is there neither white or blue?  Shoot it regardless.

Explanation for the third:  If it's a player, you'll heal them, and you'll notice the blue as well.  If it's a monster, you're shooting it, so good for you.  And aside, it would take a single glance to tell if it's a monster or not anyway.

And besides, it's not like Medics really need Awareness that much anyway, so taking it away from them is an option.

You could also put a cross next to the bar or some other differentiating symbol.]]></description>
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				<pubDate><![CDATA[Wed, 9 Aug 2006 16:54:00]]> GMT</pubDate>
				<author><![CDATA[ KohanX]]></author>
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				<title>Re:Medic Awareness code</title>
				<description><![CDATA[ Dru, you have a private message with a download location for Medic Awareness. Description from my version of the skill:

Informs you of your friends' health with a display over their heads.

At level 1 you get a colored indicator (red, yellow, greeen, or blue).
At level 2 you get a colored health bar.

Red means at or below 33% health; yellow, at or below 66%; green, at or below 100%; blue, over 100%.

You need to be a Loaded Medic level 3 to purchase this skill.
Cost per level: 10, 15. (Max Level: 2)


I also fixed up Mysterial's kinda hacked coloring schemes. The changes in brightness are much more obvious now, and I don't require a clamp() statement. Compare

x = Clamp(255 * (2.f * y), 0, 255);
with
x = 128 + 127 * y;]]></description>
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				<pubDate><![CDATA[Wed, 9 Aug 2006 18:33:29]]> GMT</pubDate>
				<author><![CDATA[ Moof]]></author>
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				<title>Re:Medic Awareness code</title>
				<description><![CDATA[ Well done Moof.
I notice the original awareness had the boundaries for red and yellow at 25% and 50%. Did you deliberately deviate from that? :)]]></description>
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				<pubDate><![CDATA[Wed, 9 Aug 2006 18:51:29]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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				<title>Medic Awareness code</title>
				<description><![CDATA[ I'd put it at 25% and 75%, personally, but that's just me.]]></description>
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				<pubDate><![CDATA[Wed, 9 Aug 2006 19:02:10]]> GMT</pubDate>
				<author><![CDATA[ KohanX]]></author>
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				<title>Re:Medic Awareness code</title>
				<description><![CDATA[ I like the symmetry in thirds. While I was testing it out this evening, the colors seemed too jerky at the 25% mark, and since the original doesn't "fade" as dramatically, it comes off looking kinda strange.

Short answer: I thought it looked better, felt better, and made more sense this way. :)]]></description>
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				<pubDate><![CDATA[Wed, 9 Aug 2006 19:09:29]]> GMT</pubDate>
				<author><![CDATA[ Moof]]></author>
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				<title>Re:Medic Awareness code</title>
				<description><![CDATA[ <p></p>

		<cite>Szlat wrote:</cite><br>
		<blockquote>Given that medics can purchase the regular Awareness skill, you will need the 'medic awareness' bar to be significantly different, so the medics can easily differentiate between enemies and team members. So, I would suggest avoiding the colours green, red and yellow.&nbsp;
		</blockquote>

That is a good point. I'm just not sure how many options there are for making the indicator different. A bar seems easy to do. Now a pie chart would be wicked sweet but can that be done? If not, maybe players could have a vertical bar instead of a horizontal bar.]]></description>
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				<pubDate><![CDATA[Wed, 9 Aug 2006 20:23:27]]> GMT</pubDate>
				<author><![CDATA[ v0rTeX]]></author>
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				<title>Medic Awareness code</title>
				<description><![CDATA[ It seems people have completely missed my second and third posts.  I refer to them now.
]]></description>
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				<pubDate><![CDATA[Wed, 9 Aug 2006 20:28:39]]> GMT</pubDate>
				<author><![CDATA[ KohanX]]></author>
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				<title>Medic Awareness code</title>
				<description><![CDATA[ <p></p>

		<cite>KohanX wrote:</cite><br>
		<blockquote>It seems people have completely missed my second and third posts.  I refer to them now.
&nbsp;
		</blockquote>It looks like you missed the responses by BotFodder and v0rTeX :)]]></description>
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				<pubDate><![CDATA[Thu, 10 Aug 2006 01:00:00]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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				<title>Re:Medic Awareness code</title>
				<description><![CDATA[ <p></p>

		<cite>Moof wrote:</cite><br>
		<blockquote>....At level 2 you get a colored health bar...&nbsp;
		</blockquote>
Does the scaling of this health bar take into account the MaxHealth bonus that the individual medic can heal to?
So for a team player with 100 health, with a normal maximum of 100 health, a Loaded Medic level 1 would see a two-thirds green bar, and a Loaded Medic level 3 would see a two-fifths green bar?]]></description>
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				<pubDate><![CDATA[Thu, 10 Aug 2006 01:11:39]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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				<title>Re:Medic Awareness code</title>
				<description><![CDATA[ I made it so the prerequiside for this ability is LM3. I donno if Dru will want to change that.

Also: there are two bars, as Kohan suggested. However, I didn't do the overlay-style thinger, since that's much more complicated. Instead, what happens is that full health is a full green bar. One health above full gives an almost empty blue bar. 75 health above "full" gives a half full blue bar.

Does that make sense? I just woke up, I'm not sure if I'm explaining this too well ;)]]></description>
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				<pubDate><![CDATA[Thu, 10 Aug 2006 04:10:02]]> GMT</pubDate>
				<author><![CDATA[ Moof]]></author>
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				<title>Re:Medic Awareness code</title>
				<description><![CDATA[ Ooops, you did mention the LH3 requirement in your previous post.  :oops: 

Did you notice that the amount of extra healing (+150) is configurable in the RPG.ini file, so you can't code +150, you need to read it in at run time. You are probably already doing that - if not, you can get hold of it in the same way as the medic weapon does, via the ArtifactMakeSuperHealer MaxHealth value.]]></description>
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				<pubDate><![CDATA[Thu, 10 Aug 2006 04:18:43]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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				<title>Re:Medic Awareness code</title>
				<description><![CDATA[ Personally, I am not keen on the two bar approach, if I am understanding it correctly. However, every single person will have their own view as to how it should be done. If you are implementing it, you go with what you want :) (Unless Druid has a different opinion)

One other thought, you could have a second bar underneath the health bar that shows how much healable damage the person has. Since the amount of xp you get back depends on the amount of healable damage, it would be useful for medics to know. Now most medics would heal people regardless of the amount of xp they would get, but that ought to be the medics choice. Having said that, to get hold of the amount of healable damage for each player will be just as difficult as getting hold of their class, so it is probably not worth the effort.]]></description>
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				<pubDate><![CDATA[Thu, 10 Aug 2006 04:32:17]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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				<title>Re:Medic Awareness code</title>
				<description><![CDATA[ <p></p>

		<cite>Szlat wrote:</cite><br>
		<blockquote>One other thought, you could have a second bar underneath the health bar that shows how much healable damage the person has. Since the amount of xp you get back depends on the amount of healable damage, it would be useful for medics to know. Now most medics would heal people regardless of the amount of xp they would get, but that ought to be the medics choice. Having said that, to get hold of the amount of healable damage for each player will be just as difficult as getting hold of their class, so it is probably not worth the effort.&nbsp;
		</blockquote>

I like the idea but I'm wondering about a side effect.
As you say most medics would heal them anyway (or at least the good ones would) but would it really be a good idea to show people that x player needs health but its all self damage? He might go for several minutes before a good samaritan would help him out. Personally I'd rather my accidental loss of health at my own hands not be quite so public in case I really needed a healing.

On the other hand, if people could see this information, the players who are obviously in there fighting and losing health as a result would get the quickest healing. So it would be good for agressive players and possibly bad for people who constantly find their own toes in the crosshairs.

Just a thought.]]></description>
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				<pubDate><![CDATA[Thu, 10 Aug 2006 06:12:31]]> GMT</pubDate>
				<author><![CDATA[ v0rTeX]]></author>
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				<title>Re:Medic Awareness code</title>
				<description><![CDATA[ It would probably have the biggest effect on the players who like to use rage weapons.

And why shouldn't the medic know that he is sacrificing xp so the rage weapon holder can get more?  :twisted: ]]></description>
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				<pubDate><![CDATA[Thu, 10 Aug 2006 06:20:49]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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				<title>Medic Awareness code</title>
				<description><![CDATA[ I directly oppose showing a medic which damage will give them EXP.  Getting experience is a feature of healing, not the other way around.]]></description>
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				<pubDate><![CDATA[Thu, 10 Aug 2006 12:02:07]]> GMT</pubDate>
				<author><![CDATA[ KohanX]]></author>
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				<title>Medic Awareness code</title>
				<description><![CDATA[ <p></p>

		<cite>KohanX wrote:</cite><br>
		<blockquote>I directly oppose showing a medic which damage will give them EXP.  Getting experience is a feature of healing, not the other way around.&nbsp;
		</blockquote>If getting experience is a feature of healing, why don't you get xp for healing people who have been using rage weapons? You are still healing.

Why did Druid specifically code it so that medics would not get xp for healing them? The no xp rule does not affect the rage user, it only affects the medic. So why did he do it?]]></description>
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				<pubDate><![CDATA[Thu, 10 Aug 2006 13:45:54]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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				<title>Medic Awareness code</title>
				<description><![CDATA[ <p></p>

		<cite>KohanX wrote:</cite><br>
		<blockquote>I don't know about anyone else, I think that's sort of pointless, being as how they can already see how much health they and others have, and rather easily, I think.&nbsp;
		</blockquote>

lol...

]]></description>
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				<pubDate><![CDATA[Thu, 10 Aug 2006 14:45:37]]> GMT</pubDate>
				<author><![CDATA[ 320]]></author>
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				<title>Re:Medic Awareness code</title>
				<description><![CDATA[ If you were to give medics xp for healing self damage it would only be a matter of time before that person hiding out was leveling up without assisting anyone or killing anything.. (would be very exploitable) also I think the rage weapons are quite balanced right now, if you got xp for healing with those they would just be a bit to powerfull compared to the cost (health).

I guess there would be benifits for being able to see if youd get xp for healing someone but I think the consequences outweigh it a bit.. plus medics are always blowing up my grenades ontop of me... and I have 2 charactes without health bonus so if someone walks in front of me I'm hurting for a medic :)]]></description>
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				<pubDate><![CDATA[Thu, 10 Aug 2006 14:58:42]]> GMT</pubDate>
				<author><![CDATA[ Continuum]]></author>
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				<title>Medic Awareness code</title>
				<description><![CDATA[ <p></p>

		<cite>Continuum wrote:</cite><br>
		<blockquote>If you were to give medics xp for healing self damage it would only be a matter of time before that person hiding out was leveling up without assisting anyone or killing anything.. (would be very exploitable)&nbsp;
		</blockquote>
Alright, I'm going to be the Devil's Advocate on Self-Damage, just because I can.

If you shoot yourself in the foot, on accident or on purpose, if you then treat the wound yourself, do you not get better at treating wounds?

That's all I have to say.]]></description>
				<guid isPermaLink="true">https://www.disastrousconsequences.com/dcforum/posts/list/2309.page#19751</guid>
				<link>https://www.disastrousconsequences.com/dcforum/posts/list/2309.page#19751</link>
				<pubDate><![CDATA[Thu, 10 Aug 2006 15:04:00]]> GMT</pubDate>
				<author><![CDATA[ KohanX]]></author>
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			<item>
				<title>Re:Medic Awareness code</title>
				<description><![CDATA[ Is it time to close the door on this discussion and just let Druid decide if he even wants this on his server?

We are spinning the wheels of debate and everyone's going to get muddy soon.

 :lol: ]]></description>
				<guid isPermaLink="true">https://www.disastrousconsequences.com/dcforum/posts/list/2309.page#19770</guid>
				<link>https://www.disastrousconsequences.com/dcforum/posts/list/2309.page#19770</link>
				<pubDate><![CDATA[Thu, 10 Aug 2006 20:32:32]]> GMT</pubDate>
				<author><![CDATA[ v0rTeX]]></author>
			</item>
			<item>
				<title>Re:Medic Awareness code</title>
				<description><![CDATA[ I really like the idea myself.  Possibly restricting regular awareness from healers... ?  Or maybe make it either/or to accomadate monster masters.  Like if you buy "bad guy" awareness, you can't buy "healer awareness" and vice versa.  Sort of allows you to customize the medic into a warrior type with the focus on pets, or a healer type with the focus on healing.

]]></description>
				<guid isPermaLink="true">https://www.disastrousconsequences.com/dcforum/posts/list/2309.page#19784</guid>
				<link>https://www.disastrousconsequences.com/dcforum/posts/list/2309.page#19784</link>
				<pubDate><![CDATA[Fri, 11 Aug 2006 01:17:09]]> GMT</pubDate>
				<author><![CDATA[ 320]]></author>
			</item>
			<item>
				<title>Re:Medic Awareness code</title>
				<description><![CDATA[ I like the idea as well.
As a thought, would it be better to 'reverse' the bar, so it shows how much a player can be healed rather than how much health a player has?

So, when the medic looks around, the big bars are where he can heal most, and the little bars that he can hardly see are the players that are nearly full.]]></description>
				<guid isPermaLink="true">https://www.disastrousconsequences.com/dcforum/posts/list/2309.page#19787</guid>
				<link>https://www.disastrousconsequences.com/dcforum/posts/list/2309.page#19787</link>
				<pubDate><![CDATA[Fri, 11 Aug 2006 05:37:58]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
			</item>
			<item>
				<title>Medic Awareness code</title>
				<description><![CDATA[ ...Brilliant!  That idea would work excellently!  A little unintuitive (is that a word?), and it might scare a few medics who think they're killing their teammates :D, but it would solve most of the problems...]]></description>
				<guid isPermaLink="true">https://www.disastrousconsequences.com/dcforum/posts/list/2309.page#19819</guid>
				<link>https://www.disastrousconsequences.com/dcforum/posts/list/2309.page#19819</link>
				<pubDate><![CDATA[Sat, 12 Aug 2006 00:34:19]]> GMT</pubDate>
				<author><![CDATA[ KohanX]]></author>
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