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HUD editing: short questions, quick answers
posted in Customization
331
#331
-1 Frags +

1. is there a list of all the game state information available for use in huds?

2. is it possible to view the damage taken / done (source and value) on death? something like dota 2's death information box.

3. is it possible to make a team status bar detailing who is alive / dead on both teams. something like the top hero bar in dota. if so, can these elements display my team's current hp?

1. is there a list of all the game state information available for use in huds?

2. is it possible to view the damage taken / done (source and value) on death? something like dota 2's death information box.

3. is it possible to make a team status bar detailing who is alive / dead on both teams. something like the top hero bar in dota. if so, can these elements display my team's current hp?
332
#332
0 Frags +
FozzlmWould someone be able to tell me which file is involved in these two screens before the team selection, along with how it would be possible to make pressing E continue you on. https://i.imgur.com/HQtyzfT.png

I think both TextWindow.res and TextWindowCustomServer.res in resource/ui/

In those files, once you find this:

"labelText"		"CONTINUE"

change it to

"labelText"		"CONTINUE (&E)"

You can do the same with BACK (&Q) for example. But you may need to make those buttons wider in order to fit (E) and (Q) inside those boxes.

[quote=Fozzlm]Would someone be able to tell me which file is involved in these two screens before the team selection, along with how it would be possible to make pressing E continue you on. [img]https://i.imgur.com/HQtyzfT.png[/img][/quote]

I think both TextWindow.res and TextWindowCustomServer.res in resource/ui/

In those files, once you find this:
[code]"labelText" "CONTINUE"[/code]
change it to
[code]"labelText" "CONTINUE (&E)"[/code]
You can do the same with BACK (&Q) for example. But you may need to make those buttons wider in order to fit (E) and (Q) inside those boxes.
333
#333
-1 Frags +

Hello, i need some help.

First, how do i change the color of the red/blu background to another one?

http://puu.sh/c76Zr/aa938620c7.jpg

Secondly, what are the files i need to delete so these hud elements turn back to default?

http://puu.sh/c76ZY/e160b613f5.jpg

http://puu.sh/c77hA/deee12410a.jpg

http://puu.sh/c77ir/fd52e720bf.jpg

Hello, i need some help.

First, how do i change the color of the red/blu background to another one?

[img]http://puu.sh/c76Zr/aa938620c7.jpg[/img]

Secondly, what are the files i need to delete so these hud elements turn back to default?

[img]http://puu.sh/c76ZY/e160b613f5.jpg[/img]

[img]http://puu.sh/c77hA/deee12410a.jpg[/img]

[img]http://puu.sh/c77ir/fd52e720bf.jpg[/img]
334
#334
-1 Frags +

http://imgur.com/NQu3eE5
I'm trying to edit the KOTH part of my HUD, where I came up with an issue.
I've used vgui_drawtree 1 to try to see where the green text was located. It told me that it was part of the custom background I used at the top. I've tried editing it and checking my font names and it seems all fine. I can't even find the piece that controls the green text, so I'm completely baffled here. Here's what the file says:
"Resource/UI/HudObjectiveKothTimePanel.res"
{
"BlueTimer"
{
"ControlName" "CTFImagePanel"
"fieldName" "TeamIndicator"
"xpos" "7"
"ypos" "0"
"zpos" "2"
"wide" "90"
"tall" "32"
"autoResize" "0"
"pinCorner" "0"
"visible" "1"
"enabled" "1"
"image" "../HUD/color_panel_blu"
"scaleImage" "1"
"teambg_1" "../HUD/color_panel_blu"
"teambg_2" "../HUD/color_panel_blu"
"teambg_3" "../HUD/color_panel_blu"

"src_corner_height" "50" // pixels inside the image
"src_corner_width" "50"

"draw_corner_width" "5" // screen size of the corners ( and sides ), proportional
"draw_corner_height" "5"
}
"TimePanelValue"
{
"ControlName" "CExLabel"
"fieldName" "TimePanelValue"
"font" "Hiruko24"
"fgcolor" "255 255 255 255"
"xpos" "30"
"xpos_minmode" "39"
"xpos_hidef" "114"
"xpos_lodef" "114"
"ypos" "2"
"ypos_minmode" "6"
"ypos_hidef" "15"
"ypos_lodef" "18"
"zpos" "3"
"wide" "45"
"wide_minmode" "30"
"wide_lodef" "50"
"tall" "31"
"visible" "1"
"enabled" "1"
"textAlignment" "center"
"labelText" "0:00"
}

"RedTimer"
{
"ControlName" "CTFImagePanel"
"fieldName" "TeamIndicator"
"xpos" "96"
"ypos" "0"
"zpos" "2"
"wide" "90"
"tall" "32"
"autoResize" "0"
"pinCorner" "0"
"visible" "1"
"enabled" "1"
"image" "../HUD/color_panel_red"
"scaleImage" "1"
"teambg_1" "../HUD/color_panel_red"
"teambg_2" "../HUD/color_panel_red"
"teambg_3" "../HUD/color_panel_red"

"src_corner_height" "50" // pixels inside the image
"src_corner_width" "50"

"draw_corner_width" "5" // screen size of the corners ( and sides ), proportional
"draw_corner_height" "5"
}
"TimePanelValue"
{
"ControlName" "CExLabel"
"fieldName" "TimePanelValue"
"font" "Hiruko24"
"fgcolor" "255 255 255 255"
"xpos" "120"
"xpos_minmode" "39"
"xpos_hidef" "114"
"xpos_lodef" "114"
"ypos" "2"
"ypos_minmode" "6"
"ypos_hidef" "15"
"ypos_lodef" "18"
"zpos" "3"
"wide" "45"
"wide_minmode" "30"
"wide_lodef" "50"
"tall" "31"
"visible" "1"
"enabled" "1"
"textAlignment" "center"
"labelText" "0:00"
}
}

"ActiveTimerBG"
{
"ControlName" "ImagePanel"
"fieldName" "ActiveTimerBG"
"xpos" "0"
"ypos" "9"
"ypos_minmode" "-4"
"zpos" "1"
"wide" "78"
"wide_minmode" "37"
"tall" "33"
"tall_minmode" "21"
"visible" "0"
"enabled" "1"
"image" "../hud/objectives_timepanel_active_bg"
"scaleImage" "1"
}
}

http://imgur.com/NQu3eE5
I'm trying to edit the KOTH part of my HUD, where I came up with an issue.
I've used vgui_drawtree 1 to try to see where the green text was located. It told me that it was part of the custom background I used at the top. I've tried editing it and checking my font names and it seems all fine. I can't even find the piece that controls the green text, so I'm completely baffled here. Here's what the file says:
"Resource/UI/HudObjectiveKothTimePanel.res"
{
"BlueTimer"
{
"ControlName" "CTFImagePanel"
"fieldName" "TeamIndicator"
"xpos" "7"
"ypos" "0"
"zpos" "2"
"wide" "90"
"tall" "32"
"autoResize" "0"
"pinCorner" "0"
"visible" "1"
"enabled" "1"
"image" "../HUD/color_panel_blu"
"scaleImage" "1"
"teambg_1" "../HUD/color_panel_blu"
"teambg_2" "../HUD/color_panel_blu"
"teambg_3" "../HUD/color_panel_blu"

"src_corner_height" "50" // pixels inside the image
"src_corner_width" "50"

"draw_corner_width" "5" // screen size of the corners ( and sides ), proportional
"draw_corner_height" "5"
}
"TimePanelValue"
{
"ControlName" "CExLabel"
"fieldName" "TimePanelValue"
"font" "Hiruko24"
"fgcolor" "255 255 255 255"
"xpos" "30"
"xpos_minmode" "39"
"xpos_hidef" "114"
"xpos_lodef" "114"
"ypos" "2"
"ypos_minmode" "6"
"ypos_hidef" "15"
"ypos_lodef" "18"
"zpos" "3"
"wide" "45"
"wide_minmode" "30"
"wide_lodef" "50"
"tall" "31"
"visible" "1"
"enabled" "1"
"textAlignment" "center"
"labelText" "0:00"
}

"RedTimer"
{
"ControlName" "CTFImagePanel"
"fieldName" "TeamIndicator"
"xpos" "96"
"ypos" "0"
"zpos" "2"
"wide" "90"
"tall" "32"
"autoResize" "0"
"pinCorner" "0"
"visible" "1"
"enabled" "1"
"image" "../HUD/color_panel_red"
"scaleImage" "1"
"teambg_1" "../HUD/color_panel_red"
"teambg_2" "../HUD/color_panel_red"
"teambg_3" "../HUD/color_panel_red"

"src_corner_height" "50" // pixels inside the image
"src_corner_width" "50"

"draw_corner_width" "5" // screen size of the corners ( and sides ), proportional
"draw_corner_height" "5"
}
"TimePanelValue"
{
"ControlName" "CExLabel"
"fieldName" "TimePanelValue"
"font" "Hiruko24"
"fgcolor" "255 255 255 255"
"xpos" "120"
"xpos_minmode" "39"
"xpos_hidef" "114"
"xpos_lodef" "114"
"ypos" "2"
"ypos_minmode" "6"
"ypos_hidef" "15"
"ypos_lodef" "18"
"zpos" "3"
"wide" "45"
"wide_minmode" "30"
"wide_lodef" "50"
"tall" "31"
"visible" "1"
"enabled" "1"
"textAlignment" "center"
"labelText" "0:00"
}
}

"ActiveTimerBG"
{
"ControlName" "ImagePanel"
"fieldName" "ActiveTimerBG"
"xpos" "0"
"ypos" "9"
"ypos_minmode" "-4"
"zpos" "1"
"wide" "78"
"wide_minmode" "37"
"tall" "33"
"tall_minmode" "21"
"visible" "0"
"enabled" "1"
"image" "../hud/objectives_timepanel_active_bg"
"scaleImage" "1"
}
}
335
#335
-1 Frags +

How would I go about transferring this part of slinfire hud

http://i.imgur.com/12U0QMq.png

to m0re hud?

How would I go about transferring this part of slinfire hud
[img]http://i.imgur.com/12U0QMq.png[/img]
to m0re hud?
336
#336
-5 Frags +

http://puu.sh/adeim

How would you edit broeselhud_blue's main menu to make it look like this:

http://i.imgur.com/9LSIi5a.png

Is it possible?

[img]http://puu.sh/adeim[/img]

How would you edit broeselhud_blue's main menu to make it look like this:
[img]http://i.imgur.com/9LSIi5a.png[/img]


Is it possible?
337
#337
0 Frags +
redd0tI think both TextWindow.res and TextWindowCustomServer.res in resource/ui/

Thanks so much! Sadly though only editing TextWindow.res worked (for the upper of the 2 images) and nothing was changing when I tried editing the other.

Edit: Turned out it was the MapInfoMenu.res file

[quote=redd0t]
I think both TextWindow.res and TextWindowCustomServer.res in resource/ui/[/quote]

Thanks so much! Sadly though only editing TextWindow.res worked (for the upper of the 2 images) and nothing was changing when I tried editing the other.

Edit: Turned out it was the MapInfoMenu.res file
338
#338
-1 Frags +
Andzo-snip-
How would you edit broeselhud_blue's main menu to make it look like this:
-snip-
Is it possible?

Not very easily. I tried to start tweaking things around with what's there, but it turns out you've basically gotta remake the entire mainmenuoverride.res from scratch and play with gamemnu.res and clientscheme.res a lot to get things how you want them; afaik no drag-and-drop from one to the other would work without having to gut it anyway.

[quote=Andzo]-snip-
How would you edit broeselhud_blue's main menu to make it look like this:
-snip-
Is it possible?[/quote]

Not very easily. I tried to start tweaking things around with what's there, but it turns out you've basically gotta remake the entire mainmenuoverride.res from scratch and play with gamemnu.res and clientscheme.res a lot to get things how you want them; afaik no drag-and-drop from one to the other would work without having to gut it anyway.
339
#339
-1 Frags +

Hello quick question, In the death cam screenshot which shows the health and the name of the player that killed you, i would like to know how to make the background and the team bar under to be auto re-sized according to how small or big the name is.

Screenshot:

http://i.imgur.com/A3Gf9xn.png

Including
Freezepanel_basic.res

Any help would be much appreciated. Thanks in advance

Hello quick question, In the death cam screenshot which shows the health and the name of the player that killed you, i would like to know how to make the background and the team bar under to be auto re-sized according to how small or big the name is.

Screenshot:
[IMG]http://i.imgur.com/A3Gf9xn.png[/IMG]

Including
[url=https://raw.githubusercontent.com/Slayer89/slayhud/master/Calm%20Like%20A%20Bomb/resource/ui/FreezePanel_Basic.res]Freezepanel_basic.res[/url]

Any help would be much appreciated. Thanks in advance
340
#340
-1 Frags +

http://imgur.com/XJQzCO0.png

Any idea why it doesn't show the icons?

This is FluxHUD btw.

[img]http://imgur.com/XJQzCO0.png[/img]

Any idea why it doesn't show the icons?

This is FluxHUD btw.
341
#341
-1 Frags +
Andzohttp://imgur.com/XJQzCO0.png

Any idea why it doesn't show the icons?

This is FluxHUD btw.

You need to have the proper fonts installed in your clientscheme for this to work out!

PS Still need help with the problem i mentioned :/

[quote=Andzo][img]http://imgur.com/XJQzCO0.png[/img]

Any idea why it doesn't show the icons?

This is FluxHUD btw.[/quote]


You need to have the proper fonts installed in your clientscheme for this to work out!


PS Still need help with the problem i mentioned :/
342
#342
-1 Frags +
Slayer6Hello quick question, In the death cam screenshot which shows the health and the name of the player that killed you, i would like to know how to make the background and the team bar under to be auto re-sized according to how small or big the name is.

Screenshot:
[IMG]http://i.imgur.com/A3Gf9xn.png[/IMG]

Including
Freezepanel_basic.res

Any help would be much appreciated. Thanks in advance

Don't think that's actually possible, you can just make it very wide and almost every name will fit in there, but it will look odd with short names.

[quote=Slayer6]Hello quick question, In the death cam screenshot which shows the health and the name of the player that killed you, i would like to know how to make the background and the team bar under to be auto re-sized according to how small or big the name is.

Screenshot:
[IMG]http://i.imgur.com/A3Gf9xn.png[/IMG]

Including
[url=https://raw.githubusercontent.com/Slayer89/slayhud/master/Calm%20Like%20A%20Bomb/resource/ui/FreezePanel_Basic.res]Freezepanel_basic.res[/url]

Any help would be much appreciated. Thanks in advance[/quote]

Don't think that's actually possible, you can just make it very wide and almost every name will fit in there, but it will look odd with short names.
343
#343
-1 Frags +
b4stiansnip

Then how come it's happening with the target id's?

[quote=b4stian]snip[/quote]

Then how come it's happening with the target id's?
344
#344
-1 Frags +
Slayer6Andzohttp://imgur.com/XJQzCO0.png

Any idea why it doesn't show the icons?

This is FluxHUD btw.

You need to have the proper fonts installed in your clientscheme for this to work out!

PS Still need help with the problem i mentioned :/

I have installed the proper fonts in clientscheme and everything... tripled checked for all the definitions etc.

[quote=Slayer6][quote=Andzo][img]http://imgur.com/XJQzCO0.png[/img]

Any idea why it doesn't show the icons?

This is FluxHUD btw.[/quote]


You need to have the proper fonts installed in your clientscheme for this to work out!


PS Still need help with the problem i mentioned :/[/quote]


I have installed the proper fonts in clientscheme and everything... tripled checked for all the definitions etc.
345
#345
-1 Frags +

Can someone please remind me how we can remove the info about the killers weapon in death cam?

Can someone please remind me how we can remove the info about the killers weapon in death cam?
346
#346
-1 Frags +

Is it possible to use the "event DamagedPlayer" crosshair flasher indicator thing when using the achievement tracker crosshair switcher for different classes/weapons?

Is it possible to use the "event DamagedPlayer" crosshair flasher indicator thing when using the achievement tracker crosshair switcher for different classes/weapons?
347
#347
-1 Frags +
Slayer6b4stiansnip
Then how come it's happening with the target id's?

afaik this is controlled by something in the game engine and not a .res file. My reasoning is that I had the opposite of this issue: I wanted to stop the targetids from resizing (people with super long names suck anyway) and I looked into it and it seemed beyond the capabilities of editing the hud. I'd love to be proved wrong.

[quote=Slayer6][quote=b4stian]snip[/quote]

Then how come it's happening with the target id's?[/quote]

afaik this is controlled by something in the game engine and not a .res file. My reasoning is that I had the opposite of this issue: I wanted to stop the targetids from resizing (people with super long names suck anyway) and I looked into it and it seemed beyond the capabilities of editing the hud. I'd love to be proved wrong.
348
#348
-1 Frags +
komorebiSlayer6b4stiansnip
Then how come it's happening with the target id's?

afaik this is controlled by something in the game engine and not a .res file. My reasoning is that I had the opposite of this issue: I wanted to stop the targetids from resizing (people with super long names suck anyway) and I looked into it and it seemed beyond the capabilities of editing the hud. I'd love to be proved wrong.

I understand i wish we could prove you wrong :P Cause it's really annoying to be honest!

[quote=komorebi][quote=Slayer6][quote=b4stian]snip[/quote]

Then how come it's happening with the target id's?[/quote]

afaik this is controlled by something in the game engine and not a .res file. My reasoning is that I had the opposite of this issue: I wanted to stop the targetids from resizing (people with super long names suck anyway) and I looked into it and it seemed beyond the capabilities of editing the hud. I'd love to be proved wrong.[/quote]

I understand i wish we could prove you wrong :P Cause it's really annoying to be honest!
349
#349
huds.tf
-1 Frags +

Anyone have any idea what file controls this dialog box?

http://i.imgur.com/WMbg6vp.png

It's the generic restore item dialog. Shows up when you want to get rid of killstreaks, paint, custom names and whatever else.

I've looked in every file that seems obvious and I'm just not getting anywhere with it.

Anyone have any idea what file controls this dialog box?
[img]http://i.imgur.com/WMbg6vp.png[/img]
It's the generic restore item dialog. Shows up when you want to get rid of killstreaks, [url=http://i.imgur.com/RMNayFO.png]paint[/url], [url=http://i.imgur.com/WQ8ZPZ4.png]custom names[/url] and whatever else.

I've looked in every file that seems obvious and I'm just not getting anywhere with it.
350
#350
-1 Frags +

Can someone tell me where I can find the file that controls the scroll bar

http://puu.sh/ch9pb/1661f92590.jpg

omni-snip-

I would suggest looking in the econ folder, I believe it is in their but just don't know which one.

Can someone tell me where I can find the file that controls the scroll bar
[img]http://puu.sh/ch9pb/1661f92590.jpg[/img]

[quote=omni]-snip-[/quote]

I would suggest looking in the econ folder, I believe it is in their but just don't know which one.
351
#351
huds.tf
-1 Frags +
SkopeI would suggest looking in the econ folder, I believe it is in their but just don't know which one.

Already looked in every file. I've edited pretty much every file in that folder so I'm sure it's not in there.

[quote=Skope]I would suggest looking in the econ folder, I believe it is in their but just don't know which one.[/quote]

Already looked in every file. I've edited pretty much every file in that folder so I'm sure it's not in there.
352
#352
-1 Frags +
MoistMelonsIs it possible to use the "event DamagedPlayer" crosshair flasher indicator thing when using the achievement tracker crosshair switcher for different classes/weapons?

Anyone? :/

[quote=MoistMelons]Is it possible to use the "event DamagedPlayer" crosshair flasher indicator thing when using the achievement tracker crosshair switcher for different classes/weapons?[/quote]
Anyone? :/
353
#353
-1 Frags +

http://imgur.com/shaHjb5

I was wondering what file it is to edit this. I've edited it before, obviously, but I cannot find that file again at all. Any help?

http://imgur.com/shaHjb5

I was wondering what file it is to edit this. I've edited it before, obviously, but I cannot find that file again at all. Any help?
354
#354
0 Frags +

Sorry if this is a stupid question, but what res file and what part of that res file controls the backpack icons?

http://i.imgur.com/yH7zAyA.jpg

Also I seem to have accidentally broken the page numbers button and forgot what I did

Sorry if this is a stupid question, but what res file and what part of that res file controls the backpack icons?
[img]http://i.imgur.com/yH7zAyA.jpg[/img]
Also I seem to have accidentally broken the page numbers button and forgot what I did
355
#355
-1 Frags +

http://i.imgur.com/Dh6M7pC.jpg

Can someone tell me why the normal black bars on spec ui have this black-purple squares? Can it be because some of my textures look the same (look at the ammo pack)?

Here's the part of code with the bar:

"BlackBar"
{
"ControlName" "ImagePanel"
"fieldName" "BlackBar"
"xpos" "0"
"ypos" "12"
"zpos" "0"
"wide" "500"
"tall" "40"
"autoResize" "0"
"pinCorner" "0"
"visible" "1"
"fillcolor" "0 0 0 255"
"image" ""
}

EDIT: nevermind, got it to work

[img]http://i.imgur.com/Dh6M7pC.jpg[/img]

Can someone tell me why the normal black bars on spec ui have this black-purple squares? Can it be because some of my textures look the same (look at the ammo pack)?

Here's the part of code with the bar:
[quote] "BlackBar"
{
"ControlName" "ImagePanel"
"fieldName" "BlackBar"
"xpos" "0"
"ypos" "12"
"zpos" "0"
"wide" "500"
"tall" "40"
"autoResize" "0"
"pinCorner" "0"
"visible" "1"
"fillcolor" "0 0 0 255"
"image" ""
}
[/quote]

EDIT: nevermind, got it to work
356
#356
-1 Frags +

I will make a question which mostly might be already answered!
Can we implement those control points in sv_pure 2

screenshot

http://i.imgur.com/ijSzFj9.png

I will make a question which mostly might be already answered!
Can we implement those control points in sv_pure 2

screenshot
[img]http://i.imgur.com/ijSzFj9.png[/img]
357
#357
-1 Frags +
MrMinoritySorry if this is a stupid question, but what res file and what part of that res file controls the backpack icons?
http://i.imgur.com/yH7zAyA.jpg
Also I seem to have accidentally broken the page numbers button and forgot what I did

I think it's not possible to edit icons with .res file, unless you mean the background, then you can change the borders of them in clientscheme.

And about those page numbers, they're not broken, they represent how much stuff is on this page with coloring.

[quote=MrMinority]Sorry if this is a stupid question, but what res file and what part of that res file controls the backpack icons?
[img]http://i.imgur.com/yH7zAyA.jpg[/img]
Also I seem to have accidentally broken the page numbers button and forgot what I did[/quote]

I think it's not possible to edit icons with .res file, unless you mean the background, then you can change the borders of them in clientscheme.

And about those page numbers, they're not broken, they represent how much stuff is on this page with coloring.
358
#358
-1 Frags +

I'm trying to add a custome background for my main menu, but it doesn't find it apparently.

if_halloween
{
	"image"		"../console/background_halloween"
}

there is a background_halloween.vtf in custom\HUD\materials\console though. I never used vtfs in huds so I don't really know how they work.
Am I missing some step or something like that? :s

sorry if something like this has been asked before.

I'm trying to add a custome background for my main menu, but it doesn't find it apparently.

[code]if_halloween
{
"image" "../console/background_halloween"
}[/code]

there is a background_halloween.vtf in custom\HUD\materials\console though. I never used vtfs in huds so I don't really know how they work.
Am I missing some step or something like that? :s

sorry if something like this has been asked before.
359
#359
-1 Frags +

can I toggle hud elements with binds? I play without viewmodels, but it would be nice to have a visual cue when I have a secondary / melee out.

can I toggle hud elements with binds? I play without viewmodels, but it would be nice to have a visual cue when I have a secondary / melee out.
360
#360
-1 Frags +
chambscan I toggle hud elements with binds? I play without viewmodels, but it would be nice to have a visual cue when I have a secondary / melee out.

yes: with the hud achievement tracker method or the 3d playerclass method. the latter would require you to toggle the 3D playermodel on or off so usually people disable it. these are both usually used for crosshairs but you could put a vtf or whatever in there as well. an extensive explanation can be found in my guide on hud crosshairs on huds.tf.

[quote=chambs]can I toggle hud elements with binds? I play without viewmodels, but it would be nice to have a visual cue when I have a secondary / melee out.[/quote]

yes: with the hud achievement tracker method or the 3d playerclass method. the latter would require you to toggle the 3D playermodel on or off so usually people disable it. these are both usually used for crosshairs but you could put a vtf or whatever in there as well. an extensive explanation can be found in [url=http://huds.tf/guides/?guide=3]my guide on hud crosshairs on huds.tf[/url].
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