Hi mankind1
Sorry, I didn't know people would still post stuff on this thread. But here's how I did it incase you still need it (or somebody else out there needs it and stumbles upon this
).
1) Make a status bar graphic and import it. (I gave it 200 width pixels)
2) Give it an FSM
3) State 1 has a Wait action ( I can't remember why I gave it that though...)
4) State 2 has a Float Operator action. Float 1 contains the actual health amount I store in a a Global Float var, in my case I called it Hedeghog Health (give it any name). This Health Float gets divided by 200, the width of your health bar graphic and gets stored in another Float variable called Division_Results.
5) State 3 is simply another Float Operator. Which takes the above mentioned Division_Results and this time you multiply it by 200 (again the width of health bar).
Store results in another Float variable called Healthbar_Length.
6) State 4 is what actually changes the size of your health bar graphic. Apply a Set Property action. Target Object is your health bar graphic. For Property look at attachement to see what I used. For the width use the Healthbar_Length results of State 3.
That's it. Not sure exactly how it works myself since I'm basing this on a tutorial I found somewhere, forgot where.
By the way every time your character gets damaged make sure the damage subtracts from the "main health". In my case it's Hedeghog_Health in State 1. Any other questions PMing me would be much better
. Good luck!