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BOXHEAD01
#183364815Thursday, February 11, 2016 4:48 AM GMT

How would I go about creating this? Basically, certain weapons would deal conscious damage, when someone is hit with a weapon like this, a hidden consciousness meter would be damaged, if it reaches 30, the player falls unconscious. This meter can overfill, going to the negatives. The meter must go over 30 for the player to regain consciousness. The meter regains 1 conscious point every 3 seconds. While unconscious, the player can't see or do anything, nothing at all.
pinballboy7
#183365189Thursday, February 11, 2016 4:57 AM GMT

>nothing at all >NOTHING AT ALL >N O T H I N G A T A L L
BOXHEAD01
#183366272Thursday, February 11, 2016 5:24 AM GMT

k.
BOXHEAD01
#183366919Thursday, February 11, 2016 5:42 AM GMT

Bump, I really want help with this.
eleye
#183367356Thursday, February 11, 2016 5:55 AM GMT

You'd need to pay for something as complex as that.
BOXHEAD01
#183368339Thursday, February 11, 2016 6:24 AM GMT

It doesn't seem that complex, but then again, I'm still learning how to code.
Moronism
#183368645Thursday, February 11, 2016 6:36 AM GMT

You would like to discuss this from a purely-theoretical perspective, yes? If so, read downwards. Your entire idea is certainly possible, algorithimically-speaking. If you store the consciousness value of the Player within a variable, you can check the value of that variable when an action occurs to determine which state the individual is within. Afterwards, you would only need to modify the "meters" GUI itself and manipulate the Player's consciousness data using a mathematical expression. I have constructed a pseudo-code example to explain this more explicitly to you: John = Players["John"]; Obj = game.ObjectSpace["Object"]; function Check_Consciousness() if(John.Consciousness < 30)then print("You are conscious!"); else print("You are not conscious!"); end end Obj Obj.Event:connect(Check_Consciousness); Hopefully this will help you.
cofunction
#183368825Thursday, February 11, 2016 6:42 AM GMT

It's not complex; it's just time consuming.together.
cofunction
#183368839Thursday, February 11, 2016 6:43 AM GMT

I have no idea where the "together." came from, lmfao.
BOXHEAD01
#183369790Thursday, February 11, 2016 7:26 AM GMT

@Moronism That actually helped alot, thank you, but I don't know how to make the player fall, and I also don't know how to black a players screen when they are unconscious, how would I do this?
BOXHEAD01
#183369812Thursday, February 11, 2016 7:27 AM GMT

And how would I make a weapon damage the conscious meter?
HardCoreDev
#183371427Thursday, February 11, 2016 9:45 AM GMT

To make the players screen black it can be really simple. Just use a gui with a black frame that has the size of {1,0}{1,0} and the position of {0,0}{0,0} Do note however that these values are in UDim2 so if you are going to change the Position or Size of the frame in a localscript, you will need to do something like this: script.Parent.Frame.Position = UDim2.new(0,0,0,0) or script.Parent.Frame:TweenPosition(UDim2.new(0,0,0,0),"Out","Quad",.75,true) I might try and make what I think you are trying to say but I won't promise I can finish it fast because I have school and other stuff to do including scripting random stuff that I will never use xD ~With great power comes great electricity bills ~You need skills to pay the bills!
HardCoreDev
#183372134Thursday, February 11, 2016 10:50 AM GMT

I have finished with the Consciousness Meter. Here is the link: http://www.roblox.com/item.aspx?id=361835424
HardCoreDev
#183372225Thursday, February 11, 2016 10:58 AM GMT

I made the Conscious meter dependent on the Health of the player since it might be troublesome to make custom weapons that can do damage to the Consciousness of the player only. As such if they player gets injured in any way the consciousness of the player drops likewise. I find it very similar to Health but instead its Consciousness and that the player is disabled if his consciousness falls below 30. I made the Consciousness meter be able to increase 1 point per 3 seconds by removing the default health regeneration script of the player and putting in my edited version. This way it will regenerate the player's health as I want it to. You won't have to make changes to the script or the GUI as a whole except for maybe a few tweaks like the color of the background of the Blackout and such. This GUI is pretty dynamic since you can actually change the Max-Consciousness which is currently 100. Your welcome C; Yours Sincerely HardCoreDev Fellow Scripter for Hire :3
BOXHEAD01
#183377582Thursday, February 11, 2016 3:20 PM GMT

Thanks, but when you go unconscious, it seems that you can press space to get back up, also, it does not regenerate conscious points. Can you please fix this? I don't know how
BOXHEAD01
#183387511Thursday, February 11, 2016 8:20 PM GMT

Bump
HardCoreDev
#183422522Friday, February 12, 2016 7:58 AM GMT

Actually the consciousness meter does regenerate conscious points

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