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HUD editing: short questions, quick answers
posted in Customization
5341
#5341
whitelist.tf
1 Frags +
sAvenHow do you move the chat box and killfeed?

Killfeed => scripts/hudlayout.res
Chat box => resource/ui/BaseChat.res (can be found in \hl2\hl2_misc_dir.vpk > resource/ui)
N.B. Make sure to also modify the hudanimation events moving HudChat accordingly

----------------

shinsowhat am i supposed to edit to remove the health cross in m0rehud?
also what am i supposed to edit to make it so the health numbers change color when overhealed/low health and not only the background(shadow) of the numbers

find the HudHealthBonusPulse(Stop) and HudHealthDyingPulse(Stop) events and make them target the health number elements instead of the shadow ones. Names of the elements can ofc be found in resource/ui/HudPlayerHealth.res

[quote=sAven]How do you move the chat box and killfeed?[/quote]
Killfeed => scripts/hudlayout.res
Chat box => resource/ui/BaseChat.res (can be found in \hl2\hl2_misc_dir.vpk > resource/ui)
[b]N.B.[/b] Make sure to also modify the hudanimation events moving HudChat accordingly

----------------

[quote=shinso]what am i supposed to edit to remove the health cross in m0rehud?
also what am i supposed to edit to make it so the health numbers change color when overhealed/low health and not only the background(shadow) of the numbers[/quote]
find the [i]HudHealthBonusPulse(Stop)[/i] and [i]HudHealthDyingPulse(Stop)[/i] events and make them target the health number elements instead of the shadow ones. Names of the elements can ofc be found in resource/ui/HudPlayerHealth.res
5342
#5342
0 Frags +

I'm trying to add to my hud a second number showing health amount. Is it possible to do so?(kindof like the uber meter can be shown twice on some huds)

I'm trying to add to my hud a second number showing health amount. Is it possible to do so?(kindof like the uber meter can be shown twice on some huds)
5343
#5343
0 Frags +

How do I change the colour of the capture progress wheel thingy.
https://puu.sh/AA6Jb/b10ae73df6.jpg

How do I change the colour of the capture progress wheel thingy.
https://puu.sh/AA6Jb/b10ae73df6.jpg
5344
#5344
0 Frags +

what would be causing the mouseoveritempanel to be doing this
https://i.imgur.com/uDrBeoM.png

nvm itemmodelpanel issue

uniqlyHow do I change the colour of the capture progress wheel thingy.
https://puu.sh/AA6Jb/b10ae73df6.jpg

vgui/progress_bar_blu/red

[s]what would be causing the mouseoveritempanel to be doing this
https://i.imgur.com/uDrBeoM.png[/s]
nvm itemmodelpanel issue

[quote=uniqly]How do I change the colour of the capture progress wheel thingy.
https://puu.sh/AA6Jb/b10ae73df6.jpg[/quote]

vgui/progress_bar_blu/red
5345
#5345
0 Frags +
		"DamageAccountValue"
	{
		"ControlName"	"CExLabel"
		"fieldName"		"DamageAccountValue"
		"xpos"			"c-30"
		"ypos"			"c66"
		"zpos"			"2"
		"wide"			"100"
		"tall"			"26"
		"visible"		"1"
		"enabled"		"1"
		"labelText"		"%metal%"
		"textAlignment"	"West"
		//"fgcolor"		"255 150 0 255"
		//"PositiveColor"			"0 255 0 255"
		"PositiveColor"			"0 255 150 255"
		"NegativeColor"			"255 150 0 255"
		"font"			"HudFontMediumSmallBold"
	}

I try to fiddle with last damage done display. when i uncomment fgcolor i see orange in negative and positive (healed amount) but i cant have two different colors for + and - when i comment fgcolor and uncomment positive and negative
pls help

[code] "DamageAccountValue"
{
"ControlName" "CExLabel"
"fieldName" "DamageAccountValue"
"xpos" "c-30"
"ypos" "c66"
"zpos" "2"
"wide" "100"
"tall" "26"
"visible" "1"
"enabled" "1"
"labelText" "%metal%"
"textAlignment" "West"
//"fgcolor" "255 150 0 255"
//"PositiveColor" "0 255 0 255"
"PositiveColor" "0 255 150 255"
"NegativeColor" "255 150 0 255"
"font" "HudFontMediumSmallBold"
}[/code]

I try to fiddle with last damage done display. when i uncomment fgcolor i see orange in negative and positive (healed amount) but i cant have two different colors for + and - when i comment fgcolor and uncomment positive and negative
pls help
5346
#5346
0 Frags +

//"fgcolor" "255 150 0 255"
//"PositiveColor" "0 255 0 255"
//"PositiveColor" "0 255 150 255"
//"NegativeColor" "255 150 0 255"

i get white last damage

???????? I should get nothing.

//"fgcolor" "255 150 0 255"
//"PositiveColor" "0 255 0 255"
//"PositiveColor" "0 255 150 255"
//"NegativeColor" "255 150 0 255"

i get white last damage

???????? I should get nothing.
5347
#5347
0 Frags +

I have custom font in console, so ETF2L can't read status, how can I change this font?

I have custom font in console, so ETF2L can't read status, how can I change this font?
5348
#5348
whitelist.tf
1 Frags +
TwiggyI'm trying to add to my hud a second number showing health amount. Is it possible to do so?(kindof like the uber meter can be shown twice on some huds)

HudPlayerHealth, duplicate and modify any element with %health% as textLabel and modify the fieldname to add extra health values in your hud.

Also your damage numbers and last damage text are now controlled through console with hud_combattext_red/_green/_blue, any extra ones defined in huddamageaccount.res can still be modified through the element itself or the hudanimation damagedplayer event.

-----------------

SitngusI have custom font in console, so ETF2L can't read status, how can I change this font?

SourceScheme.res and check the fonts which are defined

[quote=Twiggy]I'm trying to add to my hud a second number showing health amount. Is it possible to do so?(kindof like the uber meter can be shown twice on some huds)[/quote]
HudPlayerHealth, duplicate and modify any element with [i]%health%[/i] as textLabel and modify the fieldname to add extra health values in your hud.

Also your damage numbers and last damage text are now controlled through console with [i]hud_combattext_red/_green/_blue[/i], any extra ones defined in huddamageaccount.res can still be modified through the element itself or the hudanimation damagedplayer event.

-----------------
[quote=Sitngus]I have custom font in console, so ETF2L can't read status, how can I change this font?[/quote]

SourceScheme.res and check the fonts which are defined
5349
#5349
1 Frags +

Does anyone know, by any chance, how's this font called ?
https://gyazo.com/d02952089383afb2a4365fe1a4b1af39
Or maybe if anyone knows a hud that uses it ?
I've seen in time and time again in huds

edit : i think it's named the dotum or something like that, does anyone knows a good place to download fonts ?

edit2 : alright, i found out . Have a nice day

Does anyone know, by any chance, how's this font called ?
[url=https://gyazo.com/d02952089383afb2a4365fe1a4b1af39]https://gyazo.com/d02952089383afb2a4365fe1a4b1af39[/url]
Or maybe if anyone knows a hud that uses it ?
I've seen in time and time again in huds

edit : i think it's named the dotum or something like that, does anyone knows a good place to download fonts ?

edit2 : alright, i found out . Have a nice day
5350
#5350
0 Frags +

Thanks Wiethoofd =)

WiethoofdAlso your damage numbers and last damage text are now controlled through console with hud_combattext_red/_green/_blue, any extra ones defined in huddamageaccount.res can still be modified through the element itself or the hudanimation damagedplayer event.

if i use hud_combattext does it make damage + last damage done the same color? does the console command have priority over the hud color of the element?

Thanks Wiethoofd =)

[quote=Wiethoofd]Also your damage numbers and last damage text are now controlled through console with hud_combattext_red/_green/_blue, any extra ones defined in huddamageaccount.res can still be modified through the element itself or the hudanimation damagedplayer event.[/quote]

if i use hud_combattext does it make damage + last damage done the same color? does the console command have priority over the hud color of the element?
5351
#5351
0 Frags +

I'm fiddling with the "BuildingStatus_Engineer" panel in hudlayout.res to change the position of the engineer's buildings, but after a casual round ended, my ypos was set back to default. I've tried finding something relevant in hudanimations_tf.txt but I couldn't find anything. Anybody happen to know how I can fix this?

I'm fiddling with the "BuildingStatus_Engineer" panel in hudlayout.res to change the position of the engineer's buildings, but after a casual round ended, my ypos was set back to default. I've tried finding something relevant in hudanimations_tf.txt but I couldn't find anything. Anybody happen to know how I can fix this?
5352
#5352
huds.tf
1 Frags +
sAvenI'm fiddling with the "BuildingStatus_Engineer" panel in hudlayout.res to change the position of the engineer's buildings, but after a casual round ended, my ypos was set back to default. I've tried finding something relevant in hudanimations_tf.txt but I couldn't find anything. Anybody happen to know how I can fix this?

The Engineer build panels are a fickle piece of shit, it doesn't like to stay put.

Easiest way to get around it is by going into resource/ui/hud_obj_sentrygun.res, then finding "BuildingStatusItem" and editing the "Tall" value to a larger number, basically add on the amount of units you wanted it to go down onto this value.

You'll notice there will be a huge gap between the Sentry and Dispenser panels now. This is fine, because all you need to do now is move all the elements inside resource/ui/hud_obj_sentrygun.res down the same amount of units as you added to "BuildingStatusItem".

For example: The default "Tall" value of "BuildingStatusItem" is "60". You change it to "160". You add 100 units onto every other element's ypos position in the file. So "ypos" "0" becomes "ypos" "100", "ypos" "12" becomes "ypos" "112". You see what I'm getting at.

[quote=sAven]I'm fiddling with the "BuildingStatus_Engineer" panel in hudlayout.res to change the position of the engineer's buildings, but after a casual round ended, my ypos was set back to default. I've tried finding something relevant in hudanimations_tf.txt but I couldn't find anything. Anybody happen to know how I can fix this?[/quote]

The Engineer build panels are a fickle piece of shit, it doesn't like to stay put.

Easiest way to get around it is by going into [i]resource/ui/hud_obj_sentrygun.res[/i], then finding [b]"BuildingStatusItem"[/b] and editing the "Tall" value to a larger number, basically add on the amount of units you wanted it to go down onto this value.

You'll notice there will be a huge gap between the Sentry and Dispenser panels now. This is fine, because all you need to do now is move all the elements inside [i]resource/ui/hud_obj_sentrygun.res[/i] down the same amount of units as you added to [b]"BuildingStatusItem"[/b].

For example: The default "Tall" value of [b]"BuildingStatusItem"[/b] is "60". You change it to "160". You add 100 units onto every other element's ypos position in the file. So "ypos" "0" becomes "ypos" "100", "ypos" "12" becomes "ypos" "112". You see what I'm getting at.
5353
#5353
0 Frags +

hi just wondering if its possible to have two default crosshairs at once?
i'd like a black circle with a slightly smaller white circle on top. I tried doing it with ahud's custom crosshairs but it didnt scale well and wasn't centered properly.
thanks

hi just wondering if its possible to have two default crosshairs at once?
i'd like a black circle with a slightly smaller white circle on top. I tried doing it with ahud's custom crosshairs but it didnt scale well and wasn't centered properly.
thanks
5354
#5354
0 Frags +

I'm trying to move the health value but it gets cut at some point
https://steamuserimages-a.akamaihd.net/ugc/920304477979194402/D4F6DBB0DF80A2BBC41BE4A15045C41DB7CC0644/

I'm trying to move the health value but it gets cut at some point
https://steamuserimages-a.akamaihd.net/ugc/920304477979194402/D4F6DBB0DF80A2BBC41BE4A15045C41DB7CC0644/
5355
#5355
1 Frags +
omnisAvenI'm fiddling with the "BuildingStatus_Engineer" panel in hudlayout.res to change the position of the engineer's buildings, but after a casual round ended, my ypos was set back to default. I've tried finding something relevant in hudanimations_tf.txt but I couldn't find anything. Anybody happen to know how I can fix this?
The Engineer build panels are a fickle piece of shit, it doesn't like to stay put.

Easiest way to get around it is by going into resource/ui/hud_obj_sentrygun.res, then finding "BuildingStatusItem" and editing the "Tall" value to a larger number, basically add on the amount of units you wanted it to go down onto this value.

You'll notice there will be a huge gap between the Sentry and Dispenser panels now. This is fine, because all you need to do now is move all the elements inside resource/ui/hud_obj_sentrygun.res down the same amount of units as you added to "BuildingStatusItem".

For example: The default "Tall" value of "BuildingStatusItem" is "60". You change it to "160". You add 100 units onto every other element's ypos position in the file. So "ypos" "0" becomes "ypos" "100", "ypos" "12" becomes "ypos" "112". You see what I'm getting at.

^ this but also simply pinning it inside hudlayout might work, something like that:

Show Content
"BuildingAnchor"
{
"ControlName" "Label"
"fieldName" "BuildingAnchor"
"xpos" "-20"
"ypos" "120"
"zpos" "0"
"wide" "f0"
"tall" "480"
"visible" "1"
"enabled" "1"
}

BuildingStatus_Engineer
{
"fieldName" "BuildingStatus_Engineer"
"visible" "1"
"enabled" "1"
"xpos" "0"
"ypos" "0"
"wide" "f0"
"tall" "480"

"PaintBackgroundType" "2"

"pin_to_sibling" "BuildingAnchor"
"pin_corner_to_sibling" "PIN_CENTERTOP"
"pin_to_sibling_corner" "PIN_CENTERTOP"
}

I haven't tested this a lot (engie sucks) but I had problems with it being repositioned on top everytime i died and after i pinned it seems to not be happening anymore.

billwhi just wondering if its possible to have two default crosshairs at once?
i'd like a black circle with a slightly smaller white circle on top. I tried doing it with ahud's custom crosshairs but it didnt scale well and wasn't centered properly.
thanks

There is a vtf crosshair like that. Check here ql_11 should look similar!

mahrezI'm trying to move the health value but it gets cut at some point
https://steamuserimages-a.akamaihd.net/ugc/920304477979194402/D4F6DBB0DF80A2BBC41BE4A15045C41DB7CC0644/

By the look of it i would say you are trying to move it from the "PlayerStatusHealthValue" and is getting cut because "HudPlayerHealth" (usually at the very start of the file) is not wide enough. So you either increase the wide or even better you move it from "HudPlayerHealth" which moves the whole panel at once (so normal value, shadow, status icons etc)

[quote=omni][quote=sAven]I'm fiddling with the "BuildingStatus_Engineer" panel in hudlayout.res to change the position of the engineer's buildings, but after a casual round ended, my ypos was set back to default. I've tried finding something relevant in hudanimations_tf.txt but I couldn't find anything. Anybody happen to know how I can fix this?[/quote]

The Engineer build panels are a fickle piece of shit, it doesn't like to stay put.

Easiest way to get around it is by going into [i]resource/ui/hud_obj_sentrygun.res[/i], then finding [b]"BuildingStatusItem"[/b] and editing the "Tall" value to a larger number, basically add on the amount of units you wanted it to go down onto this value.

You'll notice there will be a huge gap between the Sentry and Dispenser panels now. This is fine, because all you need to do now is move all the elements inside [i]resource/ui/hud_obj_sentrygun.res[/i] down the same amount of units as you added to [b]"BuildingStatusItem"[/b].

For example: The default "Tall" value of [b]"BuildingStatusItem"[/b] is "60". You change it to "160". You add 100 units onto every other element's ypos position in the file. So "ypos" "0" becomes "ypos" "100", "ypos" "12" becomes "ypos" "112". You see what I'm getting at.[/quote]

^ this but also simply pinning it inside hudlayout might work, something like that:

[spoiler]
"BuildingAnchor"
{
"ControlName" "Label"
"fieldName" "BuildingAnchor"
"xpos" "-20"
"ypos" "120"
"zpos" "0"
"wide" "f0"
"tall" "480"
"visible" "1"
"enabled" "1"
}

BuildingStatus_Engineer
{
"fieldName" "BuildingStatus_Engineer"
"visible" "1"
"enabled" "1"
"xpos" "0"
"ypos" "0"
"wide" "f0"
"tall" "480"

"PaintBackgroundType" "2"

"pin_to_sibling" "BuildingAnchor"
"pin_corner_to_sibling" "PIN_CENTERTOP"
"pin_to_sibling_corner" "PIN_CENTERTOP"
}
[/spoiler]

I haven't tested this a lot (engie sucks) but I had problems with it being repositioned on top everytime i died and after i pinned it seems to not be happening anymore.

[quote=billw]hi just wondering if its possible to have two default crosshairs at once?
i'd like a black circle with a slightly smaller white circle on top. I tried doing it with ahud's custom crosshairs but it didnt scale well and wasn't centered properly.
thanks[/quote]

There is a vtf crosshair like that. Check [url=https://cfg.tf/tools/crosshairs/]here[/url] ql_11 should look similar!

[quote=mahrez]I'm trying to move the health value but it gets cut at some point
https://steamuserimages-a.akamaihd.net/ugc/920304477979194402/D4F6DBB0DF80A2BBC41BE4A15045C41DB7CC0644/[/quote]

By the look of it i would say you are trying to move it from the "PlayerStatusHealthValue" and is getting cut because "HudPlayerHealth" (usually at the very start of the file) is not wide enough. So you either increase the wide or even better you move it from "HudPlayerHealth" which moves the whole panel at once (so normal value, shadow, status icons etc)
5356
#5356
0 Frags +

.

.
5357
#5357
3 Frags +

https://i.gyazo.com/c9ec1f29a7f5b78ee9959e26afabdc6c.png

this is delihud , how would i go about fixing this?

[img]https://i.gyazo.com/c9ec1f29a7f5b78ee9959e26afabdc6c.png[/img]

this is delihud , how would i go about fixing this?
5358
#5358
0 Frags +

I have a few questions:

1. Is there a way to change the background color of Item Selection?

Screenshot

2. Is there a way to change the color of the preview background button (which is shaded red)?

Screenshot 2

3. Is there a way to change background color when an item loads?

Screenshot 3

Thanks.

[b]I have a few questions:[/b]


[b]1. Is there a way to change the background color of Item Selection?[/b]

[url=https://imgur.com/bDQ17zC]Screenshot[/url]

[b]2. Is there a way to change the color of the preview background button (which is shaded red)?[/b]

[url=https://imgur.com/sKYpyfp]Screenshot 2[/url]

[b]3. Is there a way to change background color when an item loads?[/b]

[url=https://imgur.com/4aNDQaw]Screenshot 3[/url]

Thanks.
5359
#5359
0 Frags +

Is there any way to display Item Effect Meter (in particular: Buff Banner, Battalion's Backup and Concheror) in percentages like Medic Charge Meter (at the top of meter for example)?

Item Effect Meter
Medic Charge Meter

I'm using Hypnotize's HUD if it does matter.
Please help.

Is there any way to display Item Effect Meter (in particular: Buff Banner, Battalion's Backup and Concheror) in percentages like Medic Charge Meter (at the top of meter for example)?

[url=https://imgur.com/SNpINOL]Item Effect Meter[/url]
[url=https://imgur.com/0Znspmd]Medic Charge Meter[/url]

I'm using Hypnotize's HUD if it does matter.
Please help.
5360
#5360
0 Frags +
"ActiveTimerBG"
	{
		"ControlName"		"ImagePanel"
		"fieldName"			"ActiveTimerBG"
		"xpos"				"40"
		"ypos"				"11"
		"zpos"				"3"
		"wide"				"56"
		"tall"				"30"
		"visible"			"1"
		"enabled"			"1"
		"image"				"../hud/objectives_timepanel_active_bg"
		"scaleImage"			"1"

		if_match
		{
			//"tall"				"0"
		}
	}

That's my active timer (the white border)
without match hud :

https://i.imgur.com/j6qZJOa.png

with match hud :

https://i.imgur.com/RNlsXBg.png

Can anyone explain why the behavior is different? ow tf does that image even move depending on who has the point?

[code]
"ActiveTimerBG"
{
"ControlName" "ImagePanel"
"fieldName" "ActiveTimerBG"
"xpos" "40"
"ypos" "11"
"zpos" "3"
"wide" "56"
"tall" "30"
"visible" "1"
"enabled" "1"
"image" "../hud/objectives_timepanel_active_bg"
"scaleImage" "1"

if_match
{
//"tall" "0"
}
}[/code]

That's my active timer (the white border)
without match hud :
[img]https://i.imgur.com/j6qZJOa.png[/img]

with match hud :
[img]https://i.imgur.com/RNlsXBg.png[/img]

Can anyone explain why the behavior is different? ow tf does that image even move depending on who has the point?
5361
#5361
0 Frags +
Twiggy

It's controlled by the following:
HudLayout.res -> HudKothTimeStatus -> "blue_active_xpos"

[quote=Twiggy]
[/quote]
It's controlled by the following:
HudLayout.res -> HudKothTimeStatus -> "blue_active_xpos"
5362
#5362
0 Frags +

ok, but it's not working with match hud :

HudKothTimeStatus
	{
		"fieldName"				"HudKothTimeStatus"
		"visible"				"1"
		"enabled"				"1"
		"xpos"					"c-100"
		"zpos"					"1"
		"ypos"					"429"
		"wide"					"200"
		"tall"					"160"

		"blue_active_xpos"		"26"
		"blue_active_xpos_minmode"	"26"

		"red_active_xpos"			"118"
		"red_active_xpos_minmode"	"118"

		if_match
		{
			"blue_active_xpos" "26"
			"blue_active_xpos_minmode"	"26"
			"red_active_xpos"			"118"
			"red_active_xpos_minmode"	"118"
		}
	}	

if_match here does nothing, the thing just chills at whatever its xpos in hudobjectivekothtimepanel is

also do you happen to know what controls build menu position?

https://i.imgur.com/IUY928h.jpg

ok, but it's not working with match hud :
[code]
HudKothTimeStatus
{
"fieldName" "HudKothTimeStatus"
"visible" "1"
"enabled" "1"
"xpos" "c-100"
"zpos" "1"
"ypos" "429"
"wide" "200"
"tall" "160"

"blue_active_xpos" "26"
"blue_active_xpos_minmode" "26"

"red_active_xpos" "118"
"red_active_xpos_minmode" "118"

if_match
{
"blue_active_xpos" "26"
"blue_active_xpos_minmode" "26"
"red_active_xpos" "118"
"red_active_xpos_minmode" "118"
}
}
[/code]

if_match here does nothing, the thing just chills at whatever its xpos in hudobjectivekothtimepanel is

also do you happen to know what controls build menu position?
[img]https://i.imgur.com/IUY928h.jpg[/img]
5363
#5363
0 Frags +

where and how can I edit the matchmaking popout so that it and the shadow reaches the bottom of the screen?

https://i.imgur.com/r0RqMcF.jpg

where and how can I edit the matchmaking popout so that it and the shadow reaches the bottom of the screen?
[img]https://i.imgur.com/r0RqMcF.jpg[/img]
5364
#5364
0 Frags +
Twiggy

the number is only able to light up with match hud, i'd recommend just moving every parameter for if_match to 9999
also the engineer build menu is "HudMenuEngyBuild" in hudlayout.res

soupor

the shadow is hard-coded that way

[quote=Twiggy][/quote]
the number is only able to light up with match hud, i'd recommend just moving every parameter for if_match to 9999
also the engineer build menu is "HudMenuEngyBuild" in hudlayout.res
[quote=soupor][/quote]
the shadow is hard-coded that way
5365
#5365
0 Frags +
bLathe shadow is hard-coded that way

ah damn. :( well how do i add the grey bar that is normally at the bottom of the default menu?

https://i.imgur.com/CNafc7n.png

[quote=bLa]
the shadow is hard-coded that way[/quote]

ah damn. :( well how do i add the grey bar that is normally at the bottom of the default menu?

[img]https://i.imgur.com/CNafc7n.png[/img]
5366
#5366
0 Frags +

.

.
5367
#5367
0 Frags +

Hello, does anyonne know how to get the class icons at the bottom of the screen to look like the first part of this video ? (using m0re Hud btw)

Hello, does anyonne know how to get the class icons at the bottom of the screen to look like the first part of [url=https://www.youtube.com/watch?v=Zq9m74GH5Yo]this video[/url] ? (using m0re Hud btw)
5368
#5368
0 Frags +

what hud is this https://i.imgur.com/hsuR6lJ.jpg

what hud is this https://i.imgur.com/hsuR6lJ.jpg
5369
#5369
0 Frags +

can some1 update this hud https://www.dropbox.com/s/vqo62fxtweom7x6/HUD_oldbroesel_YaHUD_I_THINK.rar?dl=0 ?

can some1 update this hud https://www.dropbox.com/s/vqo62fxtweom7x6/HUD_oldbroesel_YaHUD_I_THINK.rar?dl=0 ?
5370
#5370
0 Frags +

how do I change the background/foreground colours for the koth timers?

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where do I edit the storefront panel?

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how do I change the background/foreground colours for the koth timers?
[spoiler][img]https://i.imgur.com/o0EoeUo.jpg[/img][/spoiler]

where do I edit the storefront panel?
[spoiler][img]https://i.imgur.com/bw8MM4Z.jpg[/img][/spoiler]
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