Just as the title says, so im using a radial health bar ui that works perfectly fine until i change the max health. When the max health changes the ui dosent update it says the same.
Heres the code:
local Humanoid = game.Players.LocalPlayer.Character:WaitForChild("Humanoid") game:GetService("RunService").RenderStepped:Connect(function() script.Parent.Value = Humanoid.Health -- Progress. local PercentNumber = math.clamp(script.Parent.Value * 3.6,0,360) local F1 = script.Parent.Parent.Frame1.ImageLabel local F2 = script.Parent.Parent.Frame2.ImageLabel F1.UIGradient.Rotation = script.FlipProgress.Value == false and math.clamp(PercentNumber,180,360) or 180 - math.clamp(PercentNumber,0,180) F2.UIGradient.Rotation = script.FlipProgress.Value == false and math.clamp(PercentNumber,0,180) or 180 - math.clamp(PercentNumber,180,360) F1.ImageColor3 = script.ImageColor.Value F2.ImageColor3 = script.ImageColor.Value F1.ImageTransparency = script.ImageTrans.Value F2.ImageTransparency = script.ImageTrans.Value F1.Image = "rbxassetid://" .. script.ImageId.Value F2.Image = "rbxassetid://" .. script.ImageId.Value if script.MissingPartType.Value == "Color" then F1.UIGradient.Color = ColorSequence.new({ColorSequenceKeypoint.new(0,script.ColorOfPercentPart.Value),ColorSequenceKeypoint.new(0.5,script.ColorOfPercentPart.Value),ColorSequenceKeypoint.new(0.501,script.ColorOfMissingPart.Value),ColorSequenceKeypoint.new(1,script.ColorOfMissingPart.Value)}) F2.UIGradient.Color = ColorSequence.new({ColorSequenceKeypoint.new(0,script.ColorOfPercentPart.Value),ColorSequenceKeypoint.new(0.5,script.ColorOfPercentPart.Value),ColorSequenceKeypoint.new(0.501,script.ColorOfMissingPart.Value),ColorSequenceKeypoint.new(1,script.ColorOfMissingPart.Value)}) F1.UIGradient.Transparency = NumberSequence.new(0) F2.UIGradient.Transparency = NumberSequence.new(0) elseif script.MissingPartType.Value == "Trans" then F1.UIGradient.Transparency = NumberSequence.new({NumberSequenceKeypoint.new(0,script.TransOfPercentPart.Value),NumberSequenceKeypoint.new(0.5,script.TransOfPercentPart.Value),NumberSequenceKeypoint.new(0.501,script.TransOfMissingPart.Value),NumberSequenceKeypoint.new(1,script.TransOfMissingPart.Value)}) F2.UIGradient.Transparency = NumberSequence.new({NumberSequenceKeypoint.new(0,script.TransOfPercentPart.Value),NumberSequenceKeypoint.new(0.5,script.TransOfPercentPart.Value),NumberSequenceKeypoint.new(0.501,script.TransOfMissingPart.Value),NumberSequenceKeypoint.new(1,script.TransOfMissingPart.Value)}) F1.UIGradient.Color = ColorSequence.new(Color3.new(1,1,1)) F2.UIGradient.Color = ColorSequence.new(Color3.new(1,1,1)) elseif script.MissingPartType.Value == "TransAndColor" then F1.UIGradient.Transparency = NumberSequence.new({NumberSequenceKeypoint.new(0,script.TransOfPercentPart.Value),NumberSequenceKeypoint.new(0.5,script.TransOfPercentPart.Value),NumberSequenceKeypoint.new(0.501,script.TransOfMissingPart.Value),NumberSequenceKeypoint.new(1,script.TransOfMissingPart.Value)}) F2.UIGradient.Transparency = NumberSequence.new({NumberSequenceKeypoint.new(0,script.TransOfPercentPart.Value),NumberSequenceKeypoint.new(0.5,script.TransOfPercentPart.Value),NumberSequenceKeypoint.new(0.501,script.TransOfMissingPart.Value),NumberSequenceKeypoint.new(1,script.TransOfMissingPart.Value)}) F1.UIGradient.Color = ColorSequence.new({ColorSequenceKeypoint.new(0,script.ColorOfPercentPart.Value),ColorSequenceKeypoint.new(0.5,script.ColorOfPercentPart.Value),ColorSequenceKeypoint.new(0.501,script.ColorOfMissingPart.Value),ColorSequenceKeypoint.new(1,script.ColorOfMissingPart.Value)}) F2.UIGradient.Color = ColorSequence.new({ColorSequenceKeypoint.new(0,script.ColorOfPercentPart.Value),ColorSequenceKeypoint.new(0.5,script.ColorOfPercentPart.Value),ColorSequenceKeypoint.new(0.501,script.ColorOfMissingPart.Value),ColorSequenceKeypoint.new(1,script.ColorOfMissingPart.Value)}) else script.MissingPartType.Value = "TransAndColor" end end)
how would i go about the ui updating when the max health changes?