Upvote Upvoted 102 Downvote Downvoted
1 2 3 4 5 6
Spec Tools
posted in Projects
61
#61
0 Frags +
ChocoMcFudgeCakeWhipped up a quick cfg where the you use the numpad to switch between speccing the different classes.

The approach is fine but there are a couple of problems with the execution, like the red config having blu team numbers in it. This should work a bit better, using files called spectool_red and spectool_blu. Blue file first

bind "KP_END" "spec_player_cc 3, 1" //SCOUT    
bind "KP_DOWNARROW" "spec_player_cc 3, 3" //SOLDIER
bind "KP_PGDN" "spec_player_cc 3, 7" //PYRO
bind "KP_LEFTARROW" "spec_player_cc 3, 4" //DEMOMAN
bind "KP_5" "spec_player_cc 3, 8" //HEAVY
bind "KP_RIGHTARROW" "spec_player_cc 3, 9" //ENGINEER
bind "KP_HOME" "spec_player_cc 3, 2" //SNIPER
bind "KP_UPARROW" "spec_player_cc 3, 5" //MEDIC
bind "KP_PGUP" "spec_player_cc 3, 6" //SPY

bind "KP_ENTER" "exec spectool_red"

//FOR 6s, '/' SELECTS THE SECOND SOLDIER AND '*' SELECTS THE SECOND SCOUT

bind "KP_SLASH" "spec_player_cc 3, 3, 1"
bind "KP_MULTIPLY" "spec_player_cc 3, 1, 1"
bind "KP_END" "spec_player_cc 2, 1" //SCOUT    
bind "KP_DOWNARROW" "spec_player_cc 2, 3" //SOLDIER
bind "KP_PGDN" "spec_player_cc 2, 7" //PYRO
bind "KP_LEFTARROW" "spec_player_cc 2, 4" //DEMOMAN
bind "KP_5" "spec_player_cc 2, 8" //HEAVY
bind "KP_RIGHTARROW" "spec_player_cc 2, 9" //ENGINEER
bind "KP_HOME" "spec_player_cc 2, 2" //SNIPER
bind "KP_UPARROW" "spec_player_cc 2, 5" //MEDIC
bind "KP_PGUP" "spec_player_cc 2, 6" //SPY

bind "KP_ENTER" "exec spectool_blu"

//FOR 6s, '/' SELECTS THE SECOND SOLDIER AND '*' SELECTS THE SECOND SCOUT

bind "KP_SLASH" "spec_player_cc 2, 3, 1"
bind "KP_MULTIPLY" "spec_player_cc 2, 1, 1"
[quote=ChocoMcFudgeCake]Whipped up a quick cfg where the you use the numpad to switch between speccing the different classes. [/quote]
The approach is fine but there are a couple of problems with the execution, like the red config having blu team numbers in it. This should work a bit better, using files called spectool_red and spectool_blu. Blue file first
[code]bind "KP_END" "spec_player_cc 3, 1" //SCOUT
bind "KP_DOWNARROW" "spec_player_cc 3, 3" //SOLDIER
bind "KP_PGDN" "spec_player_cc 3, 7" //PYRO
bind "KP_LEFTARROW" "spec_player_cc 3, 4" //DEMOMAN
bind "KP_5" "spec_player_cc 3, 8" //HEAVY
bind "KP_RIGHTARROW" "spec_player_cc 3, 9" //ENGINEER
bind "KP_HOME" "spec_player_cc 3, 2" //SNIPER
bind "KP_UPARROW" "spec_player_cc 3, 5" //MEDIC
bind "KP_PGUP" "spec_player_cc 3, 6" //SPY

bind "KP_ENTER" "exec spectool_red"

//FOR 6s, '/' SELECTS THE SECOND SOLDIER AND '*' SELECTS THE SECOND SCOUT

bind "KP_SLASH" "spec_player_cc 3, 3, 1"
bind "KP_MULTIPLY" "spec_player_cc 3, 1, 1"[/code]

[code]bind "KP_END" "spec_player_cc 2, 1" //SCOUT
bind "KP_DOWNARROW" "spec_player_cc 2, 3" //SOLDIER
bind "KP_PGDN" "spec_player_cc 2, 7" //PYRO
bind "KP_LEFTARROW" "spec_player_cc 2, 4" //DEMOMAN
bind "KP_5" "spec_player_cc 2, 8" //HEAVY
bind "KP_RIGHTARROW" "spec_player_cc 2, 9" //ENGINEER
bind "KP_HOME" "spec_player_cc 2, 2" //SNIPER
bind "KP_UPARROW" "spec_player_cc 2, 5" //MEDIC
bind "KP_PGUP" "spec_player_cc 2, 6" //SPY

bind "KP_ENTER" "exec spectool_blu"

//FOR 6s, '/' SELECTS THE SECOND SOLDIER AND '*' SELECTS THE SECOND SCOUT

bind "KP_SLASH" "spec_player_cc 2, 3, 1"
bind "KP_MULTIPLY" "spec_player_cc 2, 1, 1"[/code]
62
#62
-1 Frags +

Make the health bars a bit bigger and move the players' names and HP numbers in there, clutter's gone

Make the health bars a bit bigger and move the players' names and HP numbers in there, clutter's gone
63
#63
0 Frags +

wow

awesome work

wow

awesome work
64
#64
3 Frags +

New update:
Further tightened the player's own health bar appearing in first person. This should be extremely rare now, if you become aware of an egregious example please let me know. An STV file, player and approximate ticks would be useful.

Added filtering by class, so if you only want to see the effects on medic or demo or any combination of the 9 classes you can. Documented in the 2nd post in this thread.

New update:
Further tightened the player's own health bar appearing in first person. This should be extremely rare now, if you become aware of an egregious example please let me know. An STV file, player and approximate ticks would be useful.

Added filtering by class, so if you only want to see the effects on medic or demo or any combination of the 9 classes you can. Documented in the 2nd post in this thread.
65
#65
1 Frags +

Luc (RdRand) and I have been using our own configs that I wrote on Monday since we started casting on Monday. Basically it binds 1-0 and F1-11 for class assignments, and has three variants you can access by hitting the 9, 6, and 3 on your numpad, for HL, 6s, and 4s, respectively. The class positions according to number change based on the layout - for instance, in 6s, 1 and 2 are the first and second scouts, 3 and 4 are the first and second soldiers, 5 is the demo, and 6 is the medic. 7-0 are reserved for off-classes. Normal numbers are Blu, and F numbers are Red.

Tonight I'm going to modify the configs so that you can hold Ctrl (or maybe Shift or Tilde?) in order to force all health viewing to that class rather than switching to the view of the class. After I successfully get that working, I'll upload the configs for you all to enjoy. They also have different fade distances for the different formats (fading is going to happen a lot faster for Highlander, for instance) and a few other neat tweaks. Also, I'll be sure that health filters will remove fading completely (at least for some classes) so that you can always view the health bar, since you're intentionally focusing on that one class.

Luc (RdRand) and I have been using our own configs that I wrote on Monday since we started casting on Monday. Basically it binds 1-0 and F1-11 for class assignments, and has three variants you can access by hitting the 9, 6, and 3 on your numpad, for HL, 6s, and 4s, respectively. The class positions according to number change based on the layout - for instance, in 6s, 1 and 2 are the first and second scouts, 3 and 4 are the first and second soldiers, 5 is the demo, and 6 is the medic. 7-0 are reserved for off-classes. Normal numbers are Blu, and F numbers are Red.

Tonight I'm going to modify the configs so that you can hold Ctrl (or maybe Shift or Tilde?) in order to force all health viewing to that class rather than switching to the view of the class. After I successfully get that working, I'll upload the configs for you all to enjoy. They also have different fade distances for the different formats (fading is going to happen a lot faster for Highlander, for instance) and a few other neat tweaks. Also, I'll be sure that health filters will remove fading completely (at least for some classes) so that you can always view the health bar, since you're intentionally focusing on that one class.
66
#66
3 Frags +
dashnerI'll be using this on my next extv production.

I was very interested to see this used on stream. Don't hesitate to let me know if you have any suggestions in light of your experience and any feedback you may receive.

[quote=dashner]I'll be using this on my next extv production.[/quote]
I was very interested to see this used on stream. Don't hesitate to let me know if you have any suggestions in light of your experience and any feedback you may receive.
67
#67
0 Frags +

What about making the bars flash when the player takes damage?

What about making the bars flash when the player takes damage?
68
#68
7 Frags +

Oh no! My secret weapon has been unveiled D:

Oh no! My secret weapon has been unveiled D:
69
#69
2 Frags +
dashnerMy only thoughts right now is as BloodSire says, making it possible to configure a cvar in the plugin that allows you to only display specific classes or even possibly only specific players for the health/name overlays. This would help greatly reduce clutter while still allowing viewers to see the information we're trying to get across (a player being focused for example by the other team or seeing how effective a roamer's med bombs are)

You could also perhaps be able to display all 12 players but specify certain classes to be coloured differently if you want to highlight the way the flank is holding for example.

The filter by class is now implemented, see the 2nd post in the thread for details. Filtering by player would be a little more complex and would require specific identifying information like their community ID or similar, and the same for multi colors. I think player specific displays are likely to become a stronger requirement so I'll think about the best way I can implement it.

dashnerHealth bars could also appear in a "casting mode" where they'd only appear when a player is taking damage and would stay up for a few seconds before fading out. Would keep visible if they took more damage. This would ensure the bars would only appear during fights.

I like the "flashing" on damage idea, it's an excellent solution to clutter problems and conveys more information in itself. I'll certainly look at this.

[quote=dashner]My only thoughts right now is as BloodSire says, making it possible to configure a cvar in the plugin that allows you to only display specific classes or even possibly only specific players for the health/name overlays. This would help greatly reduce clutter while still allowing viewers to see the information we're trying to get across (a player being focused for example by the other team or seeing how effective a roamer's med bombs are)

You could also perhaps be able to display all 12 players but specify certain classes to be coloured differently if you want to highlight the way the flank is holding for example.[/quote]
The filter by class is now implemented, see the 2nd post in the thread for details. Filtering by player would be a little more complex and would require specific identifying information like their community ID or similar, and the same for multi colors. I think player specific displays are likely to become a stronger requirement so I'll think about the best way I can implement it.

[quote=dashner]Health bars could also appear in a "casting mode" where they'd only appear when a player is taking damage and would stay up for a few seconds before fading out. Would keep visible if they took more damage. This would ensure the bars would only appear during fights.[/quote]
I like the "flashing" on damage idea, it's an excellent solution to clutter problems and conveys more information in itself. I'll certainly look at this.
70
#70
0 Frags +

this is fantastic, thank you sir

this is fantastic, thank you sir
71
#71
2 Frags +
GentlemanJon-snip-

Tweaked it to be easier to build off of and bind to, and added better 6v6 bindings.
Defualt is 6v6 blu (4:med, 1:demo, 5&2:soldier, and 6&3: scout)
Hold 0 to swap to red, and enter to swap to hl/all classes.

alias spec_blu_scout "spec_player_cc 3, 1"
alias spec_blu_soldier "spec_player_cc 3, 3"
alias spec_blu_pyro "spec_blue_player_cc 3, 7"
alias spec_blu_demoman "spec_player_cc 3, 4"
alias spec_blu_heavy "spec_player_cc 3, 8"
alias spec_blu_engineer "spec_player_cc 3, 9"
alias spec_blu_sniper "spec_player_cc 3, 2"
alias spec_blu_medic "spec_player_cc 3, 5"
alias spec_blu_spy "spec_player_cc 3, 6"
alias spec_blu_soldier_2 "spec_player_cc 3, 3, 1"
alias spec_blu_scout_2 "spec_player_cc 3, 1, 1"

alias spec_red_scout "spec_player_cc 2, 1"
alias spec_red_soldier "spec_player_cc 2, 3"
alias spec_red_pyro "spec_player_cc 2, 7"
alias spec_red_demoman  "spec_player_cc 2, 4"
alias spec_red_heavy "spec_player_cc 2, 8"
alias spec_red_engineer "spec_player_cc 2, 9"
alias spec_red_sniper "spec_player_cc 2, 2"
alias spec_red_medic "spec_player_cc 2, 5"
alias spec_red_spy "spec_player_cc 2, 6"
alias spec_red_soldier_2 "spec_player_cc 2, 3, 1"
alias spec_red_scout_2 "spec_player_cc 2, 1, 1"

alias spec_set_blu_6 "bind KP_END spec_blu_demoman; bind KP_DOWNARROW spec_blu_scout_2; bind KP_PGDN spec_blu_soldier_2; bind KP_LEFTARROW spec_blu_medic; bind KP_5 spec_blu_scout; bind KP_RIGHTARROW spec_blu_soldier"
alias spec_set_red_6 "bind KP_END spec_red_demoman; bind KP_DOWNARROW spec_red_scout_2; bind KP_PGDN spec_red_soldier_2; bind KP_LEFTARROW spec_red_medic; bind KP_5 spec_red_scout; bind KP_RIGHTARROW spec_red_soldier"

alias spec_set_blu "bind KP_END spec_blu_scout; bind KP_DOWNARROW spec_blu_soldier; bind KP_PGDN spec_blu_pyro; bind KP_LEFTARROW spec_blu_demoman; bind KP_5 spec_blu_heavy; bind KP_RIGHTARROW spec_blu_engineer; bind KP_HOME spec_blu_sniper; bind KP_UPARROW spec_blu_medic; bind KP_PGUP spec_blu_spy"
alias spec_set_red "bind KP_END spec_red_scout; bind KP_DOWNARROW spec_red_soldier; bind KP_PGDN spec_red_pyro; bind KP_LEFTARROW spec_red_demoman; bind KP_5 spec_red_heavy; bind KP_RIGHTARROW spec_red_engineer; bind KP_HOME spec_red_sniper; bind KP_UPARROW spec_red_medic; bind KP_PGUP spec_red_spy"

alias +spec_team_toggle_6 spec_set_red_6
alias -spec_team_toggle_6 spec_set_blu_6

alias +spec_team_toggle_hl spec_set_red
alias -spec_team_toggle_hl spec_set_blu

alias +spec_team_toggle +spec_team_toggle_6
alias +spec_team_toggle +spec_team_toggle_6

alias +spec_style_toggle "alias +spec_team_toggle +spec_team_toggle_hl; alias +spec_team_toggle +spec_team_toggle_hl"
alias -spec_style_toggle "alias +spec_team_toggle +spec_team_toggle_6; alias +spec_team_toggle +spec_team_toggle_6"

spec_set_blu_6

bind KP_ENTER +spec_style_toggle
bind KP_INS +spec_team_toggle

edit: forgot some ""

[quote=GentlemanJon]
-snip-[/quote]
Tweaked it to be easier to build off of and bind to, and added better 6v6 bindings.
Defualt is 6v6 blu (4:med, 1:demo, 5&2:soldier, and 6&3: scout)
Hold 0 to swap to red, and enter to swap to hl/all classes.
[code]alias spec_blu_scout "spec_player_cc 3, 1"
alias spec_blu_soldier "spec_player_cc 3, 3"
alias spec_blu_pyro "spec_blue_player_cc 3, 7"
alias spec_blu_demoman "spec_player_cc 3, 4"
alias spec_blu_heavy "spec_player_cc 3, 8"
alias spec_blu_engineer "spec_player_cc 3, 9"
alias spec_blu_sniper "spec_player_cc 3, 2"
alias spec_blu_medic "spec_player_cc 3, 5"
alias spec_blu_spy "spec_player_cc 3, 6"
alias spec_blu_soldier_2 "spec_player_cc 3, 3, 1"
alias spec_blu_scout_2 "spec_player_cc 3, 1, 1"

alias spec_red_scout "spec_player_cc 2, 1"
alias spec_red_soldier "spec_player_cc 2, 3"
alias spec_red_pyro "spec_player_cc 2, 7"
alias spec_red_demoman "spec_player_cc 2, 4"
alias spec_red_heavy "spec_player_cc 2, 8"
alias spec_red_engineer "spec_player_cc 2, 9"
alias spec_red_sniper "spec_player_cc 2, 2"
alias spec_red_medic "spec_player_cc 2, 5"
alias spec_red_spy "spec_player_cc 2, 6"
alias spec_red_soldier_2 "spec_player_cc 2, 3, 1"
alias spec_red_scout_2 "spec_player_cc 2, 1, 1"


alias spec_set_blu_6 "bind KP_END spec_blu_demoman; bind KP_DOWNARROW spec_blu_scout_2; bind KP_PGDN spec_blu_soldier_2; bind KP_LEFTARROW spec_blu_medic; bind KP_5 spec_blu_scout; bind KP_RIGHTARROW spec_blu_soldier"
alias spec_set_red_6 "bind KP_END spec_red_demoman; bind KP_DOWNARROW spec_red_scout_2; bind KP_PGDN spec_red_soldier_2; bind KP_LEFTARROW spec_red_medic; bind KP_5 spec_red_scout; bind KP_RIGHTARROW spec_red_soldier"

alias spec_set_blu "bind KP_END spec_blu_scout; bind KP_DOWNARROW spec_blu_soldier; bind KP_PGDN spec_blu_pyro; bind KP_LEFTARROW spec_blu_demoman; bind KP_5 spec_blu_heavy; bind KP_RIGHTARROW spec_blu_engineer; bind KP_HOME spec_blu_sniper; bind KP_UPARROW spec_blu_medic; bind KP_PGUP spec_blu_spy"
alias spec_set_red "bind KP_END spec_red_scout; bind KP_DOWNARROW spec_red_soldier; bind KP_PGDN spec_red_pyro; bind KP_LEFTARROW spec_red_demoman; bind KP_5 spec_red_heavy; bind KP_RIGHTARROW spec_red_engineer; bind KP_HOME spec_red_sniper; bind KP_UPARROW spec_red_medic; bind KP_PGUP spec_red_spy"

alias +spec_team_toggle_6 spec_set_red_6
alias -spec_team_toggle_6 spec_set_blu_6

alias +spec_team_toggle_hl spec_set_red
alias -spec_team_toggle_hl spec_set_blu

alias +spec_team_toggle +spec_team_toggle_6
alias +spec_team_toggle +spec_team_toggle_6

alias +spec_style_toggle "alias +spec_team_toggle +spec_team_toggle_hl; alias +spec_team_toggle +spec_team_toggle_hl"
alias -spec_style_toggle "alias +spec_team_toggle +spec_team_toggle_6; alias +spec_team_toggle +spec_team_toggle_6"

spec_set_blu_6

bind KP_ENTER +spec_style_toggle
bind KP_INS +spec_team_toggle[/code]

edit: forgot some ""
72
#72
0 Frags +

Really helpful plugin, could you colour code the health numbers somehow? Blue for overheal, red for low hp?

Really helpful plugin, could you colour code the health numbers somehow? Blue for overheal, red for low hp?
73
#73
4 Frags +

Added some new bits, a sticky bomb highlighter, total team health bars and player health bars only showing when taking damage. Made a start on refactoring code.

Detailed in the 2nd post in this thread.

Added some new bits, a sticky bomb highlighter, total team health bars and player health bars only showing when taking damage. Made a start on refactoring code.

Detailed in the 2nd post in this thread.
74
#74
0 Frags +
AdmirableOh no! My secret weapon has been unveiled D:

No more of that cagey hedging when last minute co-casters ask you about your plugins needed now though ;)

[quote=Admirable]Oh no! My secret weapon has been unveiled D:[/quote]
No more of that cagey hedging when last minute co-casters ask you about your plugins needed now though ;)
75
#75
2 Frags +

The playing field has been levelled but the awards are already mine! :D

A neat element of the CSGO HUD is that health is incorporated to the player outlines, but maybe that is a feature request for bluee's advspec plugin?

http://www.cyborgmatt.com/wp-content/uploads/2013/11/CSGO_UI_DamageOverlay.jpg

The playing field has been levelled but the awards are already mine! :D

A neat element of the CSGO HUD is that health is incorporated to the player outlines, but maybe that is a feature request for bluee's advspec plugin?

[img]http://www.cyborgmatt.com/wp-content/uploads/2013/11/CSGO_UI_DamageOverlay.jpg[/img]
76
#76
0 Frags +
AdmirableThe playing field has been levelled but the awards are already mine! :D

A neat element of the CSGO HUD is that health is incorporated to the player outlines, but maybe that is a feature request for bluee's advspec plugin?

http://www.cyborgmatt.com/wp-content/uploads/2013/11/CSGO_UI_DamageOverlay.jpg

Interesting, if it's possible in TF2 I haven't unearthed it in the SDK. It could be game specific to CS:GO but I'll have a nose round.

[quote=Admirable]The playing field has been levelled but the awards are already mine! :D

A neat element of the CSGO HUD is that health is incorporated to the player outlines, but maybe that is a feature request for bluee's advspec plugin?

[img]http://www.cyborgmatt.com/wp-content/uploads/2013/11/CSGO_UI_DamageOverlay.jpg[/img][/quote]
Interesting, if it's possible in TF2 I haven't unearthed it in the SDK. It could be game specific to CS:GO but I'll have a nose round.
77
#77
0 Frags +

Is it possible to track team damage or even have spectator damage numbers?

Is it possible to track team damage or even have spectator damage numbers?
78
#78
0 Frags +
AdmirableIs it possible to track team damage or even have spectator damage numbers?

I'm reluctant to say no because the event system is there, but it seems that for a client plugin on STV you just can't get things like a damage event to trigger so extracting those things isn't working for me. I do wonder if I'm doing something completely wrong but it's a simple enough setup and nothing happens.

I can track team health but because of self damage you can't really extrapolate combat damage. There are lots of variables you can access but it seems to me only things that are already available to the spectator Hud in some form actually work. I'm no expert though so I could just be doing it wrong.

[quote=Admirable]Is it possible to track team damage or even have spectator damage numbers?[/quote]
I'm reluctant to say no because the event system is there, but it seems that for a client plugin on STV you just can't get things like a damage event to trigger so extracting those things isn't working for me. I do wonder if I'm doing something completely wrong but it's a simple enough setup and nothing happens.

I can track team health but because of self damage you can't really extrapolate combat damage. There are lots of variables you can access but it seems to me only things that are already available to the spectator Hud in some form actually work. I'm no expert though so I could just be doing it wrong.
79
#79
0 Frags +

Uploaded a quick patch as it was spamming console with health related messages

Uploaded a quick patch as it was spamming console with health related messages
80
#80
0 Frags +

We used your plugin for the first time to stream a couple of matches of the Brazilian league playoffs. Overall positive feedback. Great job and thank you, GentlemanJon, it makes my camera work a lot easier and the viewers find it very informative as well.

http://www.youtube.com/watch?v=rE1-9Yx9ocQ
http://www.youtube.com/watch?v=aIYo85v99e0

We used your plugin for the first time to stream a couple of matches of the Brazilian league playoffs. Overall positive feedback. Great job and thank you, GentlemanJon, it makes my camera work a lot easier and the viewers find it very informative as well.

http://www.youtube.com/watch?v=rE1-9Yx9ocQ
http://www.youtube.com/watch?v=aIYo85v99e0
81
#81
1 Frags +

I want to commend you on doing these updates so quickly. This has been a godsend for casting, and something that is going to take the production quality of casts to the next level. These changes that you added are incredible:

- Filter effects by player class

- Show player stickies - renders a small team coloured circle where a sticky bomb is placed
(also highlights rollers I think but they only last a few seconds).

- Team Health Bars - shows configurable total team health bars.

- Player Health Shown on Damage

I am pretty lazy/moronic when it comes to setting these things up to my preferences but I am going to be taking the time to figure out exactly what I want, these possibilities are just fantastic.

I want to commend you on doing these updates so quickly. This has been a godsend for casting, and something that is going to take the production quality of casts to the next level. These changes that you added are incredible:


[b]- Filter effects by player class

- Show player stickies - renders a small team coloured circle where a sticky bomb is placed
(also highlights rollers I think but they only last a few seconds).

- Team Health Bars - shows configurable total team health bars.

- Player Health Shown on Damage[/b]

I am pretty lazy/moronic when it comes to setting these things up to my preferences but I am going to be taking the time to figure out exactly what I want, these possibilities are just fantastic.
82
#82
0 Frags +

I'm having trouble getting the Team health bars to show up

spec_player_team_bar_format [r|b] [0-255] [0-255] [0-255] [t|b] [0-x] [l|r] [0-x] [0-x] [0-x]

I've been entering the command like that, changing each bracket to a single value. Am I being goofy and doing it incorrectly?

Also, if it is possible, to be able to toggle on certain effects for individual players would be great. For instance, I like having the names on for all players, but would be interested in having the health bars for just the medics. Currently I believe if I turn on effects for medics and off for the other classes, I'll lose the names on those other classes as well.

Loving these options btw

I'm having trouble getting the Team health bars to show up

spec_player_team_bar_format [r|b] [0-255] [0-255] [0-255] [t|b] [0-x] [l|r] [0-x] [0-x] [0-x]

I've been entering the command like that, changing each bracket to a single value. Am I being goofy and doing it incorrectly?

Also, if it is possible, to be able to toggle on certain effects for individual players would be great. For instance, I like having the names on for all players, but would be interested in having the health bars for just the medics. Currently I believe if I turn on effects for medics and off for the other classes, I'll lose the names on those other classes as well.

Loving these options btw
83
#83
0 Frags +
BLoodSireI'm having trouble getting the Team health bars to show up

spec_player_team_bar_format [r|b] [0-255] [0-255] [0-255] [t|b] [0-x] [l|r] [0-x] [0-x] [0-x]

I've been entering the command like that, changing each bracket to a single value. Am I being goofy and doing it incorrectly?

You need to use spec_player_team_health 1 to switch them on/off, those longer commands just configure their appearance, although by default I don't think they show up anyway.

""Also, if it is possible, to be able to toggle on certain effects for individual players would be great. For instance, I like having the names on for all players, but would be interested in having the health bars for just the medics. Currently I believe if I turn on effects for medics and off for the other classes, I'll lose the names on those other classes as well.

Loving these options btw

I think a higher degree of configuration is probably needed next, it'll take a little work to build it in but there's a couple more medic features I want to finalise then I'll look at it.

[quote=BLoodSire]I'm having trouble getting the Team health bars to show up

spec_player_team_bar_format [r|b] [0-255] [0-255] [0-255] [t|b] [0-x] [l|r] [0-x] [0-x] [0-x]

I've been entering the command like that, changing each bracket to a single value. Am I being goofy and doing it incorrectly?[/quote]
You need to use spec_player_team_health 1 to switch them on/off, those longer commands just configure their appearance, although by default I don't think they show up anyway.

[quote=""]Also, if it is possible, to be able to toggle on certain effects for individual players would be great. For instance, I like having the names on for all players, but would be interested in having the health bars for just the medics. Currently I believe if I turn on effects for medics and off for the other classes, I'll lose the names on those other classes as well.

Loving these options btw[/quote]
I think a higher degree of configuration is probably needed next, it'll take a little work to build it in but there's a couple more medic features I want to finalise then I'll look at it.
84
#84
0 Frags +
ArrWe used your plugin for the first time to stream a couple of matches of the Brazilian league playoffs. Overall positive feedback. Great job and thank you, GentlemanJon, it makes my camera work a lot easier and the viewers find it very informative as well.

http://www.youtube.com/watch?v=rE1-9Yx9ocQ
http://www.youtube.com/watch?v=aIYo85v99e0

Thanks, it's really nice to see it in action.

[quote=Arr]We used your plugin for the first time to stream a couple of matches of the Brazilian league playoffs. Overall positive feedback. Great job and thank you, GentlemanJon, it makes my camera work a lot easier and the viewers find it very informative as well.

http://www.youtube.com/watch?v=rE1-9Yx9ocQ
http://www.youtube.com/watch?v=aIYo85v99e0[/quote]
Thanks, it's really nice to see it in action.
85
#85
0 Frags +
GentlemanJonYou need to use spec_player_team_health 1 to switch them on/off, those longer commands just configure their appearance, although by default I don't think they show up anyway.

I did enter that command first. When nothing appeared on my screen I figured I'd tinker with the formatting. I'm lost, not sure what I'm doing wrong, the bars wont show up, and in an unrelated? problem, I can't get the players HP bar to blink anymore when they take damage, or designate a class for effects.

I can see the sticky outline just fine. I broke it, I think.

[quote=GentlemanJon]
You need to use spec_player_team_health 1 to switch them on/off, those longer commands just configure their appearance, although by default I don't think they show up anyway. [/quote]

I did enter that command first. When nothing appeared on my screen I figured I'd tinker with the formatting. I'm lost, not sure what I'm doing wrong, the bars wont show up, and in an unrelated? problem, I can't get the players HP bar to blink anymore when they take damage, or designate a class for effects.

I can see the sticky outline just fine. I broke it, I think.
86
#86
0 Frags +
BLoodSireI did enter that command first. When nothing appeared on my screen I figured I'd tinker with the formatting. I'm lost, not sure what I'm doing wrong, the bars wont show up, and in an unrelated? problem, I can't get the players HP bar to blink anymore when they take damage, or designate a class for effects.

I can see the sticky outline just fine. I broke it, I think.

I've just run my own tests and it seems to be working as expected but that's always the problem when you're the developer, you rarely see how people might manage to break stuff. Try this for the team health bars:

spec_player_team_health 1
spec_player_team_bar_format r 184 56 59 b 100 l 0 500 50
spec_player_team_bar_format b 88 133 162 b 150 l 0 500 50

That should put them in the bottom left corner.

If you can link me or PM me or post your relevant config then I might be able to replicate your problems here. I'm not a config script expert so if you're doing something complicated it might be beyond me.

[quote=BLoodSire]I did enter that command first. When nothing appeared on my screen I figured I'd tinker with the formatting. I'm lost, not sure what I'm doing wrong, the bars wont show up, and in an unrelated? problem, I can't get the players HP bar to blink anymore when they take damage, or designate a class for effects.

I can see the sticky outline just fine. I broke it, I think.[/quote]
I've just run my own tests and it seems to be working as expected but that's always the problem when you're the developer, you rarely see how people might manage to break stuff. Try this for the team health bars:

spec_player_team_health 1
spec_player_team_bar_format r 184 56 59 b 100 l 0 500 50
spec_player_team_bar_format b 88 133 162 b 150 l 0 500 50

That should put them in the bottom left corner.

If you can link me or PM me or post your relevant config then I might be able to replicate your problems here. I'm not a config script expert so if you're doing something complicated it might be beyond me.
87
#87
5 Frags +

I've made another small update adding a couple of features showing medic information, a floating panel of their medigun type and %, and an on screen alert if a medic changes medigun type. Check the 2nd post in the thread for details.

This will probably be the last of these quick fire updates except bug fixing. I'll look to improve the granularity of the filtering as requested and add some maps but not at quite the same pace, as well as develop some longer term improvements and tidy up the source code.

I've made another small update adding a couple of features showing medic information, a floating panel of their medigun type and %, and an on screen alert if a medic changes medigun type. Check the 2nd post in the thread for details.

This will probably be the last of these quick fire updates except bug fixing. I'll look to improve the granularity of the filtering as requested and add some maps but not at quite the same pace, as well as develop some longer term improvements and tidy up the source code.
88
#88
0 Frags +
GentlemanJonBLoodSireI did enter that command first. When nothing appeared on my screen I figured I'd tinker with the formatting. I'm lost, not sure what I'm doing wrong, the bars wont show up, and in an unrelated? problem, I can't get the players HP bar to blink anymore when they take damage, or designate a class for effects.

I can see the sticky outline just fine. I broke it, I think.
I've just run my own tests and it seems to be working as expected but that's always the problem when you're the developer, you rarely see how people might manage to break stuff. Try this for the team health bars:

spec_player_team_health 1
spec_player_team_bar_format r 184 56 59 b 100 l 0 500 50
spec_player_team_bar_format b 88 133 162 b 150 l 0 500 50

That should put them in the bottom left corner.

If you can link me or PM me or post your relevant config then I might be able to replicate your problems here. I'm not a config script expert so if you're doing something complicated it might be beyond me.

that worked and it is beautiful

Not sure what I was doing differently

I love it, thanks

[quote=GentlemanJon][quote=BLoodSire]I did enter that command first. When nothing appeared on my screen I figured I'd tinker with the formatting. I'm lost, not sure what I'm doing wrong, the bars wont show up, and in an unrelated? problem, I can't get the players HP bar to blink anymore when they take damage, or designate a class for effects.

I can see the sticky outline just fine. I broke it, I think.[/quote]
I've just run my own tests and it seems to be working as expected but that's always the problem when you're the developer, you rarely see how people might manage to break stuff. Try this for the team health bars:

spec_player_team_health 1
spec_player_team_bar_format r 184 56 59 b 100 l 0 500 50
spec_player_team_bar_format b 88 133 162 b 150 l 0 500 50

That should put them in the bottom left corner.

If you can link me or PM me or post your relevant config then I might be able to replicate your problems here. I'm not a config script expert so if you're doing something complicated it might be beyond me.[/quote]


that worked and it is beautiful

Not sure what I was doing differently

I love it, thanks
89
#89
2 Frags +
BLoodSirethat worked and it is beautiful

Not sure what I was doing differently

I love it, thanks

It's probably my fault for not putting in enough input checking to tell you if there's a problem, I've added improving this to the todo list.

[quote=BLoodSire]that worked and it is beautiful

Not sure what I was doing differently

I love it, thanks[/quote]
It's probably my fault for not putting in enough input checking to tell you if there's a problem, I've added improving this to the todo list.
90
#90
0 Frags +

I've uploaded a bug fix for the spec_player_health_on_hit_decay command. This could be important for anyone planning to use it on a stream/cast. Thanks to BLoodSire for pointing it out.

It's the same download location as always.

I've uploaded a bug fix for the spec_player_health_on_hit_decay command. This could be important for anyone planning to use it on a stream/cast. Thanks to BLoodSire for pointing it out.

It's the same download location as always.
1 2 3 4 5 6
Please sign in through STEAM to post a comment.