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Overflow - HELP

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  • andresito_20undefined Offline
    andresito_20undefined Offline
    andresito_20 Contributor
    wrote last edited by andresito_20
    #1

    Hi, I have a problem with this zombie health bar. At a certain point, the game kicks the player out, and the error shown on screen is "Overflow". From what I understand, the game has a limit on the recreation of hud elements (strings). This is due to a game engine function that manages configstrings, which are strings used by the game to identify resources. These are stored in a cache, and when that limit is reached, this type of error appears.

    I know exactly what the workaround is for now — using .label and setValue. But is there any way to fix this while still using setText?

    image.png

    // Calculate health percentage
    max_health = entity.maxhealth;
    health = entity.health;
    percent = health / max_health;
    
    // If the health bar already exists, update it
    if (isDefined(self.hud_zombie_health) && isDefined(self.hud_zombie_health_text))
    {
        // If the zombie is dead, show an empty bar
        if (isDefined(isDead) && isDead)
        {
            self.hud_zombie_health updatebar(0);
            if (self.langLEN == 0)
                self.hud_zombie_health_text setText("Esta Muerto!");
            else
                self.hud_zombie_health_text setText("He's dead!");
        }
        else
        {
            // Ensure the bar uses the selected color
            // Default to white if no color is defined
            if (!isDefined(self.colorcito))
                self.colorcito = (1, 1, 1);
            
            // Only update the color if it's different
            if (isDefined(self.hud_zombie_health.bar) && self.hud_zombie_health.bar.color != self.colorcito)
                self.hud_zombie_health.bar.color = self.colorcito;
            
            // Update the health bar to the current percentage
            self.hud_zombie_health updatebar(percent);
    
            // Show name and health info if enabled
            if (self.zombieNAME)
            {
                self.hud_zombie_health_text setText(name_zombie + " ^7[^3" + int(health) + "^7/^2" + int(max_health) + "^7]");
            }
            else
            {
                // Show only the health values
                self.hud_zombie_health_text setText("^7[^3" + int(health) + "^7/^2" + int(max_health) + "^7]");
            }
        }
    }
    else
    {
        // Create health bar and text if they do not exist
        self.hud_zombie_health = self createprimaryprogressbar();
        self.hud_zombie_health_text = self createprimaryprogressbartext();
    
        // Position the bar and text (original position, do not modify)
        self.hud_zombie_health setpoint("LEFT", "LEFT", 0, 120);
        self.hud_zombie_health_text setpoint("LEFT", "LEFT", 0, 134);
    
        // Ensure the color is defined, default to white
        if (!isDefined(self.colorcito))
            self.colorcito = (1, 1, 1);
        
        // Configure visual properties of the bar
        self.hud_zombie_health.bar.color = self.colorcito;
        self.hud_zombie_health.hidewheninmenu = false;
        self.hud_zombie_health_text.hidewheninmenu = false;
        self.hud_zombie_health.alpha = self.shaderON;
    
        // Set bar and text size
        self.hud_zombie_health.width = self.sizeW;
        self.hud_zombie_health.height = self.sizeH;
        self.hud_zombie_health_text.fontScale = self.sizeN;
    
        // Handle dead zombie case
        if (isDefined(isDead) && isDead)
        {
            self.hud_zombie_health updatebar(0);
            if (self.langLEN == 0)
                self.hud_zombie_health_text setText("Esta Muerto!");
            else
                self.hud_zombie_health_text setText("He's dead!");
        }
        else
        {
            // Update the bar with current health percentage
            self.hud_zombie_health updatebar(percent);
    
            // Display name and health or just health
            if (self.zombieNAME)
                self.hud_zombie_health_text setText(name_zombie + " ^7[^3" + int(health) + "^7/^2" + int(max_health) + "^7]");
            else
                self.hud_zombie_health_text setText("^7[^3" + int(health) + "^7/^2" + int(max_health) + "^7]");
        }
    }
    
    // If the zombie is alive and at full health, fade and remove the bar after a delay
    if (isDefined(isDead) && !isDead && health == max_health)
    {
        self.hud_zombie_health fadeovertime(1.5);
        self.hud_zombie_health_text fadeovertime(1.5);
        self.hud_zombie_health.alpha = 0;
        self.hud_zombie_health_text.alpha = 0;
        wait 1.5;
    
        // Destroy the health bar and text HUD elements
        if (isDefined(self.hud_zombie_health))
        {
            self.hud_zombie_health destroy();
            self.hud_zombie_health = undefined;
        }
        if (isDefined(self.hud_zombie_health_text))
        {
            self.hud_zombie_health_text destroy();
            self.hud_zombie_health_text = undefined;
        }
    }
    
    
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