# Health Manager
Stores and manages a health value. Is modified when a Health Modifier targets the object the manager is affecting, or an object contained within this object that does not have its has its own manager affecting it. (Tg)
To have an object affect its own health, a health modifier must still be used. (Tg)
Memory: Costs 0.0061% of the things limit per gadget.
# Properties Tab
# Max Health
The maximum health.
# Current Health
The current health of the gadget.
# Cooldown Time
After taking damage, how many seconds to wait before damage can be taken again.
# Damage Multiplier
All incoming negative health modifications will be multiplied by this amount. If set at 0%, health cannot be reduced. (Ml)
# Consider Players
Affects the output of Currently Gaining Health and Currently Losing Health settings.
# Inputs & Outputs Tab
# Affected Object(s)
Links to objects that will be used to receive health modifications. Objects connected by joints to the linked object will also receive modifications.
# Remaining Health (%) Percentage
The percentage of current health relative to the maximum health: current health ÷ maximum health.
This can be used to drive a health bar or the colour of a health indicator. (Tg)
# Currently Gaining Health, Currently Losing Health
Sends a signal with how much health has been gained or lost on the last logic frame.
For more complex health management and logic, a manager can be used to detect these changes but not track the health. We can wire Max Health into Current Health to keep the health the same. Then use these outputs to track the health using other means. For example, with a health Variable and Variable Modifier gadgets. (Tg)
When Consider Players is off, sends the total health increase or decrease in the last frame. When it is on, sends individual values for each player decreasing or increasing this gadget's health.
# No Health
Sends a signal while “Current Health” is at 0. (Tg)
Note that having no health doesn’t do anything automatically, even when placed inside a puppet or linked to an object. But we can use this signal to power a destroyer, or respawn a character for example.
# Reset Health
When triggered, sets Current Health to the Max Health value.
# Health Modifier
Modifies the Current Health of Health Managers when affecting objects those managers are linked to. (Tg)
Memory: Costs 0.0061% of the things limit per gadget.
Performance: There are performance limits when using a zone that isn’t scene-wide.
# Properties Tab
# Health Change
How much health is subtracted or added when a health manager is affected by this modifier. See Modifier Mode for details on how this value is used.
# Modifier Mode
When health will be modified while powered.
# Modifier Type
What will trigger the modification to happen.
# Consider Players
Affects the output of Currently Modifying.
# Scope
To have a modifier affect only objects outside of a character, put it inside the character’s group and set it to “Not Here.”
# Zone Size Tab
# Labels Tab
# Inputs & Outputs Tab
# Currently Modifying
Sends a signal while affecting one or more health modifiers.
When Consider Players is off, sends a 1.
When Consider Players is on, outputs a 1 only for players whose health managers are being affected by this modifier.
# Affected Object(s)
Links to objects that will be used to trigger a modification. Objects connected by joints to the linked object will also trigger a modification.