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HUD editing: short questions, quick answers
posted in Customization
5731
#5731
0 Frags +

What file controls the map vote panel that appears after a casual match ends?

What file controls the map vote panel that appears after a casual match ends?
5732
#5732
0 Frags +

1.Does anyone know what is causing the Pagebuttons to act like this? Whenever I increase the "item_backpack_offcenter_x" value, the width of the pagebuttons is decreasing. Is there any way to get around this and change the width and xpos of the buttons on their own? If not, is there any way to change the xpos of the Backpack items without "item_backpack_offcenter_x" atleast?

2. The font of "SortByComboBox" is also not changing, no matter what I try. Any idea what could be causing this?

"item_backpack_offcenter_x" "-400"

https://i.imgur.com/7HoREW9.png

"item_backpack_offcenter_x" "-105"

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

1.Does anyone know what is causing the Pagebuttons to act like this? Whenever I increase the "item_backpack_offcenter_x" value, the width of the pagebuttons is decreasing. Is there any way to get around this and change the width and xpos of the buttons on their own? If not, is there any way to change the xpos of the Backpack items without "item_backpack_offcenter_x" atleast?

2. The font of "SortByComboBox" is also not changing, no matter what I try. Any idea what could be causing this?


"item_backpack_offcenter_x" "-400"
[img]https://i.imgur.com/7HoREW9.png[/img]

"item_backpack_offcenter_x" "-105"
[img]https://i.imgur.com/tLcrEma.png[/img]
5733
#5733
whitelist.tf
0 Frags +

You are also modifying the wide value of pagebuttons_kv to fix things? as well as the 'Button' inside that in your BackpackPanel.res

And as a suggestion: I'd move the search box to the top right field above in the bar of the 'Backpack' title.

You are also modifying the wide value of [i]pagebuttons_kv[/i] to fix things? as well as the 'Button' inside that in your BackpackPanel.res

And as a suggestion: I'd move the search box to the top right field above in the bar of the 'Backpack' title.
5734
#5734
0 Frags +
WiethoofdYou are also modifying the wide value of pagebuttons_kv to fix things? as well as the 'Button' inside that in your BackpackPanel.res

And as a suggestion: I'd move the search box to the top right field above in the bar of the 'Backpack' title.

I tried modifying these two wide values, but that didn't change anything. Changing the "page_button_per_row" also changes the width of the buttons. For some reason the buttons won't go any further than about the fourth item column, when I use "item_backpack_offcenter_x" "-105". No idea what's causing this.

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

Here's the whole thing. Maybe you can find my mistake.

https://pastebin.com/sXftkRtU

[quote=Wiethoofd]You are also modifying the wide value of [i]pagebuttons_kv[/i] to fix things? as well as the 'Button' inside that in your BackpackPanel.res

And as a suggestion: I'd move the search box to the top right field above in the bar of the 'Backpack' title.[/quote]

I tried modifying these two wide values, but that didn't change anything. Changing the "page_button_per_row" also changes the width of the buttons. For some reason the buttons won't go any further than about the fourth item column, when I use "item_backpack_offcenter_x" "-105". No idea what's causing this.

[img]https://i.imgur.com/Lpgrnts.png[/img]

Here's the whole thing. Maybe you can find my mistake.

https://pastebin.com/sXftkRtU
5735
#5735
0 Frags +
JBWiethoofdYou are also modifying the wide value of pagebuttons_kv to fix things? as well as the 'Button' inside that in your BackpackPanel.res

And as a suggestion: I'd move the search box to the top right field above in the bar of the 'Backpack' title.

I tried modifying these two wide values, but that didn't change anything. Changing the "page_button_per_row" also changes the width of the buttons. For some reason the buttons won't go any further than about the fourth item column, when I use "item_backpack_offcenter_x" "-105". No idea what's causing this.

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

Here's the whole thing. Maybe you can find my mistake.
https://pastebin.com/sXftkRtU

Try changing the "TextAlignment" tag for the numbers.

"textAlignment"	"center"
[quote=JB][quote=Wiethoofd]You are also modifying the wide value of [i]pagebuttons_kv[/i] to fix things? as well as the 'Button' inside that in your BackpackPanel.res

And as a suggestion: I'd move the search box to the top right field above in the bar of the 'Backpack' title.[/quote]

I tried modifying these two wide values, but that didn't change anything. Changing the "page_button_per_row" also changes the width of the buttons. For some reason the buttons won't go any further than about the fourth item column, when I use "item_backpack_offcenter_x" "-105". No idea what's causing this.

[img]https://i.imgur.com/Lpgrnts.png[/img]

Here's the whole thing. Maybe you can find my mistake.
https://pastebin.com/sXftkRtU[/quote]

Try changing the "TextAlignment" tag for the numbers.

[code]"textAlignment" "center"[/code]
5736
#5736
whitelist.tf
1 Frags +

@JB, I assume you want your 'backpackpanel' to simply be moved to the right.

Instead of messing with weird offsets, actually just 'shrink' the backpack_panel and move that, then the offcenter and xpos values don't get weird values trying to correct odd forced behaviour.

Especially if you start using pin_to_sibling you only need to move your background and change the item offcenter (if that) to move everything to the left or right!

(Also not sure if you have a 'reloadscheme' button in the panel or refresh the backpack with the vgui_drawtree, but the button is currently saving my life trying to make edits to your backpackpanel.res ;) (will update this post with a fixed version later)

Edit:
I fixed your backpackpanel.res (download)

Reduced the overall width of the panel, corrected the alignment of items and page buttons.

Additional changes
- Made the item images align horizontally/vertically in their item boxes, as well as using the HQ item trick
- Back/Previous buttons + page number indication top left (+ hidden A & D page changing keys)
- Pinned a bunch of elements together so you only need to move one
- Moved the search box top right in the 'title bar'
- Moved the 'Cancel' button to where the 'sort' dropdown is when using/applying an item
- Increased the width of the title bar text (when applying items with long names)
- Repositioned the next/previous page buttons when dragging an item
- Increased size of the dragged item
- Resized page buttons & 'new' indicators

Things you still have to change/fix, because I don't have your colors/fonts/borders in my clientscheme.res:
- Page navigation buttons default/hover states and colors as well as the cancel button
- Current page font & 'New' indicator font sizes
- Checking if your 'CheckboxFix' aligns correctly after having pinned it

@JB, I assume you want your 'backpackpanel' to simply be moved to the right.

Instead of messing with weird offsets, actually just 'shrink' the backpack_panel and move that, then the offcenter and xpos values don't get weird values trying to correct odd forced behaviour.

Especially if you start using [i]pin_to_sibling[/i] you only need to move your background and change the item offcenter (if that) to move everything to the left or right!

(Also not sure if you have a 'reloadscheme' button in the panel or refresh the backpack with the vgui_drawtree, but the button is currently saving my life trying to make edits to your backpackpanel.res ;) [s](will update this post with a fixed version later)[/s]

[b]Edit:[/b]
I fixed your backpackpanel.res ([url=http://wiethoofd.info/share/BackpackPanel.res]download[/url])

Reduced the overall width of the panel, corrected the alignment of items and page buttons.

[i]Additional changes[/i]
- Made the item images align horizontally/vertically in their item boxes, as well as using the [url=http://www.teamfortress.tv/25428/higher-quality-item-images-in-inventory-amp-loadouts]HQ item trick[/url]
- Back/Previous buttons + page number indication top left (+ hidden A & D page changing keys)
- Pinned a bunch of elements together so you only need to move one
- Moved the search box top right in the 'title bar'
- Moved the 'Cancel' button to where the 'sort' dropdown is when using/applying an item
- Increased the width of the title bar text (when applying items with long names)
- Repositioned the next/previous page buttons when dragging an item
- Increased size of the dragged item
- Resized page buttons & 'new' indicators

Things you still have to change/fix, because I don't have your colors/fonts/borders in my clientscheme.res:
- Page navigation buttons default/hover states and colors as well as the cancel button
- Current page font & 'New' indicator font sizes
- Checking if your 'CheckboxFix' aligns correctly after having pinned it
5737
#5737
0 Frags +

not really a hud editing question but i didn't want to start a new thread for it either.

Has anyone updated PV Hud recently?
Couldnt find it in either of these threads
http://www.teamfortress.tv/44121/pyro-update-updated-huds
http://www.teamfortress.tv/33738/ive-updated-some-huds

ty

not really a hud editing question but i didn't want to start a new thread for it either.

Has anyone updated PV Hud recently?
Couldnt find it in either of these threads
http://www.teamfortress.tv/44121/pyro-update-updated-huds
http://www.teamfortress.tv/33738/ive-updated-some-huds

ty
5738
#5738
1 Frags +
Sinetinot really a hud editing question but i didn't want to start a new thread for it either.

Has anyone updated PV Hud recently?
Couldnt find it in either of these threads
http://www.teamfortress.tv/44121/pyro-update-updated-huds
http://www.teamfortress.tv/33738/ive-updated-some-huds

ty

Did you not bother looking through the github repository?

https://github.com/Hypnootize/PV-Hud

[quote=Sineti]not really a hud editing question but i didn't want to start a new thread for it either.

Has anyone updated PV Hud recently?
Couldnt find it in either of these threads
http://www.teamfortress.tv/44121/pyro-update-updated-huds
http://www.teamfortress.tv/33738/ive-updated-some-huds

ty[/quote]

Did you not bother looking through the github repository?

https://github.com/Hypnootize/PV-Hud
5739
#5739
0 Frags +
_KermitSinetinot really a hud editing question but i didn't want to start a new thread for it either.

Has anyone updated PV Hud recently?
Couldnt find it in either of these threads
http://www.teamfortress.tv/44121/pyro-update-updated-huds
http://www.teamfortress.tv/33738/ive-updated-some-huds

ty

Did you not bother looking through the github repository?

https://github.com/Hypnootize/PV-Hud

i found the old pv hud on github, it said last updated 3 years ago.
Thanks tho

[quote=_Kermit][quote=Sineti]not really a hud editing question but i didn't want to start a new thread for it either.

Has anyone updated PV Hud recently?
Couldnt find it in either of these threads
http://www.teamfortress.tv/44121/pyro-update-updated-huds
http://www.teamfortress.tv/33738/ive-updated-some-huds

ty[/quote]

Did you not bother looking through the github repository?

https://github.com/Hypnootize/PV-Hud[/quote]

i found the old pv hud on github, it said last updated 3 years ago.
Thanks tho
5740
#5740
0 Frags +
Wiethoofd@JB, I assume you want your 'backpackpanel' to simply be moved to the right.

Instead of messing with weird offsets, actually just 'shrink' the backpack_panel and move that, then the offcenter and xpos values don't get weird values trying to correct odd forced behaviour.

Especially if you start using pin_to_sibling you only need to move your background and change the item offcenter (if that) to move everything to the left or right!

(Also not sure if you have a 'reloadscheme' button in the panel or refresh the backpack with the vgui_drawtree, but the button is currently saving my life trying to make edits to your backpackpanel.res ;) (will update this post with a fixed version later)

Edit:
I fixed your backpackpanel.res (download)

Reduced the overall width of the panel, corrected the alignment of items and page buttons.

Additional changes
- Made the item images align horizontally/vertically in their item boxes, as well as using the HQ item trick
- Back/Previous buttons + page number indication top left (+ hidden A & D page changing keys)
- Pinned a bunch of elements together so you only need to move one
- Moved the search box top right in the 'title bar'
- Moved the 'Cancel' button to where the 'sort' dropdown is when using/applying an item
- Increased the width of the title bar text (when applying items with long names)
- Repositioned the next/previous page buttons when dragging an item
- Increased size of the dragged item
- Resized page buttons & 'new' indicators

Things you still have to change/fix, because I don't have your colors/fonts/borders in my clientscheme.res:
- Page navigation buttons default/hover states and colors as well as the cancel button
- Current page font & 'New' indicator font sizes
- Checking if your 'CheckboxFix' aligns correctly after having pinned it

Wow that's incredible. Thanks a lot man! Your changes also make it look a lot better, I love it. Only one Problem, I have to reload backpack_panel with vgui_drawtree once before everything aligns. Anything I can do about this? Before After

I've been using vgui_drawtree to reload. Can I simply add a button with "reloadscheme" as command in my panel/backpack.res to reload it? That sounds a lot easier. :D

[quote=Wiethoofd]@JB, I assume you want your 'backpackpanel' to simply be moved to the right.

Instead of messing with weird offsets, actually just 'shrink' the backpack_panel and move that, then the offcenter and xpos values don't get weird values trying to correct odd forced behaviour.

Especially if you start using [i]pin_to_sibling[/i] you only need to move your background and change the item offcenter (if that) to move everything to the left or right!

(Also not sure if you have a 'reloadscheme' button in the panel or refresh the backpack with the vgui_drawtree, but the button is currently saving my life trying to make edits to your backpackpanel.res ;) [s](will update this post with a fixed version later)[/s]

[b]Edit:[/b]
I fixed your backpackpanel.res ([url=http://wiethoofd.info/share/BackpackPanel.res]download[/url])

Reduced the overall width of the panel, corrected the alignment of items and page buttons.

[i]Additional changes[/i]
- Made the item images align horizontally/vertically in their item boxes, as well as using the [url=http://www.teamfortress.tv/25428/higher-quality-item-images-in-inventory-amp-loadouts]HQ item trick[/url]
- Back/Previous buttons + page number indication top left (+ hidden A & D page changing keys)
- Pinned a bunch of elements together so you only need to move one
- Moved the search box top right in the 'title bar'
- Moved the 'Cancel' button to where the 'sort' dropdown is when using/applying an item
- Increased the width of the title bar text (when applying items with long names)
- Repositioned the next/previous page buttons when dragging an item
- Increased size of the dragged item
- Resized page buttons & 'new' indicators

Things you still have to change/fix, because I don't have your colors/fonts/borders in my clientscheme.res:
- Page navigation buttons default/hover states and colors as well as the cancel button
- Current page font & 'New' indicator font sizes
- Checking if your 'CheckboxFix' aligns correctly after having pinned it[/quote]

Wow that's incredible. Thanks a lot man! Your changes also make it look a lot better, I love it. Only one Problem, I have to reload backpack_panel with vgui_drawtree once before everything aligns. Anything I can do about this? [url=https://i.imgur.com/VhDisci.png]Before[/url] [url=https://i.imgur.com/Vy4cvDT.png]After[/url]

I've been using vgui_drawtree to reload. Can I simply add a button with "reloadscheme" as command in my panel/backpack.res to reload it? That sounds a lot easier. :D
5741
#5741
whitelist.tf
0 Frags +

@JB, yes, use this.

You can use the vgui_drawtree refresh on the 'charinfoloadoutsubpanel' instead of the backpack_panel, that should also work, but the 'reloadscheme button' is a lot easier.

@JB, yes, use [url=https://github.com/Wiethoofd/WietHUD/blob/master/options/reloadscheme_button.res]this[/url].

You can use the vgui_drawtree refresh on the 'charinfoloadoutsubpanel' instead of the backpack_panel, that should also work, but the 'reloadscheme button' is a lot easier.
5742
#5742
0 Frags +

Guys, can you help me out? I'm trying to edit the class portrait in the armory but it shows as either stretched, missing textures or both.
Screenshot

Guys, can you help me out? I'm trying to edit the class portrait in the armory but it shows as either stretched, missing textures or both.
[url=https://imgur.com/solMF7T]Screenshot[/url]
5743
#5743
whitelist.tf
0 Frags +

What is the path you're using to the texture files?

If you use the same paths as the original valve ones they will only work when you're not on a sv_pure 2 server, if you want them to always work you have to put them in materials/vgui/replay/thumbnails together with a vmt.

What is the path you're using to the texture files?

If you use the same paths as the original valve ones they will only work when you're not on a sv_pure 2 server, if you want them to always work you have to put them in [i]materials/vgui/replay/thumbnails[/i] together with a vmt.
5744
#5744
0 Frags +
WiethoofdWhat is the path you're using to the texture files?

If you use the same paths as the original valve ones they will only work when you're not on a sv_pure 2 server, if you want them to always work you have to put them in materials/vgui/replay/thumbnails together with a vmt.

materials/vgui/replay/thumbnails is the path where I placed the texture files. Still doesn't work.

[quote=Wiethoofd]What is the path you're using to the texture files?

If you use the same paths as the original valve ones they will only work when you're not on a sv_pure 2 server, if you want them to always work you have to put them in [i]materials/vgui/replay/thumbnails[/i] together with a vmt.[/quote]

materials/vgui/replay/thumbnails is the path where I placed the texture files. Still doesn't work.
5745
#5745
whitelist.tf
0 Frags +
solly6materials/vgui/replay/thumbnails is the path where I placed the texture files. Still doesn't work.

Did you also add VMTs for each VTF, fixing the path inside the VMT to the new path in the thumbnails folder?

And which path are you using in your .res file pointing to the thumnails, this should be something like "image" "../vgui/replay/thumbnails/scout"

[quote=solly6]materials/vgui/replay/thumbnails is the path where I placed the texture files. Still doesn't work.[/quote]
Did you also add VMTs for each VTF, fixing the path inside the VMT to the new path in the thumbnails folder?

And which path are you using in your .res file pointing to the thumnails, this should be something like [i]"image" "../vgui/replay/thumbnails/scout"[/i]
5746
#5746
0 Frags +
Wiethoofdsolly6materials/vgui/replay/thumbnails is the path where I placed the texture files. Still doesn't work.Did you also add VMTs for each VTF, fixing the path inside the VMT to the new path in the thumbnails folder?

And which path are you using in your .res file pointing to the thumnails, this should be something like "image" "../vgui/replay/thumbnails/scout"

I used the same path. It turns out I had "No fullbright" on the .vmt files which causes them to have missing textures/no textures at all but blank. The only problem is that it's stretched(and for some reason sniper's portrait is a crosshair)
Screenshot

[quote=Wiethoofd][quote=solly6]materials/vgui/replay/thumbnails is the path where I placed the texture files. Still doesn't work.[/quote]
Did you also add VMTs for each VTF, fixing the path inside the VMT to the new path in the thumbnails folder?

And which path are you using in your .res file pointing to the thumnails, this should be something like [i]"image" "../vgui/replay/thumbnails/scout"[/i][/quote]
I used the same path. It turns out I had "No fullbright" on the .vmt files which causes them to have missing textures/no textures at all but blank. The only problem is that it's stretched(and for some reason sniper's portrait is a crosshair)
[url=https://imgur.com/tBUHSZ5]Screenshot[/url]
5747
#5747
0 Frags +
solly6Wiethoofdsolly6materials/vgui/replay/thumbnails is the path where I placed the texture files. Still doesn't work.Did you also add VMTs for each VTF, fixing the path inside the VMT to the new path in the thumbnails folder?

And which path are you using in your .res file pointing to the thumnails, this should be something like "image" "../vgui/replay/thumbnails/scout"
I used the same path. It turns out I had "No fullbright" on the .vmt files which causes them to have missing textures/no textures at all but blank. The only problem is that it's stretched(and for some reason sniper's portrait is a crosshair)
Screenshot

You've probably got two VTFs with the same name in thumbnails, rename the sniper one to sniper_2 or something and it should work, also change the path in the vmt to sniper_2 as well. I don't know about the stretching, other than checking the original size of the VTFs.

[quote=solly6][quote=Wiethoofd][quote=solly6]materials/vgui/replay/thumbnails is the path where I placed the texture files. Still doesn't work.[/quote]
Did you also add VMTs for each VTF, fixing the path inside the VMT to the new path in the thumbnails folder?

And which path are you using in your .res file pointing to the thumnails, this should be something like [i]"image" "../vgui/replay/thumbnails/scout"[/i][/quote]
I used the same path. It turns out I had "No fullbright" on the .vmt files which causes them to have missing textures/no textures at all but blank. The only problem is that it's stretched(and for some reason sniper's portrait is a crosshair)
[url=https://imgur.com/tBUHSZ5]Screenshot[/url][/quote]

You've probably got two VTFs with the same name in thumbnails, rename the sniper one to sniper_2 or something and it should work, also change the path in the vmt to sniper_2 as well. I don't know about the stretching, other than checking the original size of the VTFs.
5748
#5748
0 Frags +

How do i go about removing the friends list from Collyhud without ruining the whole main menu? I know it's in mainmenuoverride called "friendscontainer" as I've done this before with other huds. However, with collyhud, every way i do it. i just end up having no main menu.

ty

How do i go about removing the friends list from Collyhud without ruining the whole main menu? I know it's in mainmenuoverride called "friendscontainer" as I've done this before with other huds. However, with collyhud, every way i do it. i just end up having no main menu.

ty
5749
#5749
0 Frags +

hello, how can i fix this

https://imgur.com/a/BQxIxnv

hello, how can i fix this

https://imgur.com/a/BQxIxnv
5750
#5750
0 Frags +
_Kermitsolly6Wiethoofdsolly6materials/vgui/replay/thumbnails is the path where I placed the texture files. Still doesn't work.Did you also add VMTs for each VTF, fixing the path inside the VMT to the new path in the thumbnails folder?

And which path are you using in your .res file pointing to the thumnails, this should be something like "image" "../vgui/replay/thumbnails/scout"
I used the same path. It turns out I had "No fullbright" on the .vmt files which causes them to have missing textures/no textures at all but blank. The only problem is that it's stretched(and for some reason sniper's portrait is a crosshair)
Screenshot

You've probably got two VTFs with the same name in thumbnails, rename the sniper one to sniper_2 or something and it should work, also change the path in the vmt to sniper_2 as well. I don't know about the stretching, other than checking the original size of the VTFs.

Oh thanks. But is there a way to make it static instead of it enlarging whenever I hover my mouse to it?

[quote=_Kermit][quote=solly6][quote=Wiethoofd][quote=solly6]materials/vgui/replay/thumbnails is the path where I placed the texture files. Still doesn't work.[/quote]
Did you also add VMTs for each VTF, fixing the path inside the VMT to the new path in the thumbnails folder?

And which path are you using in your .res file pointing to the thumnails, this should be something like [i]"image" "../vgui/replay/thumbnails/scout"[/i][/quote]
I used the same path. It turns out I had "No fullbright" on the .vmt files which causes them to have missing textures/no textures at all but blank. The only problem is that it's stretched(and for some reason sniper's portrait is a crosshair)
[url=https://imgur.com/tBUHSZ5]Screenshot[/url][/quote]

You've probably got two VTFs with the same name in thumbnails, rename the sniper one to sniper_2 or something and it should work, also change the path in the vmt to sniper_2 as well. I don't know about the stretching, other than checking the original size of the VTFs.[/quote]
Oh thanks. But is there a way to make it static instead of it enlarging whenever I hover my mouse to it?
5751
#5751
2 Frags +
hipster_bhello, how can i fix this

https://imgur.com/a/BQxIxnv

I fixed the issues the hud had, I moved the targetIDs and the ubermeter a while ago, forgot to publicly post the updated link.

https://www.dropbox.com/s/4knsevaknwd4y36/new_g0reHUD.rar?dl=0

[quote=hipster_b]hello, how can i fix this

https://imgur.com/a/BQxIxnv[/quote]

I fixed the issues the hud had, I moved the targetIDs and the ubermeter a while ago, forgot to publicly post the updated link.

https://www.dropbox.com/s/4knsevaknwd4y36/new_g0reHUD.rar?dl=0
5752
#5752
0 Frags +
_Kermit
I fixed the issues the hud had, I moved the targetIDs and the ubermeter a while ago, forgot to publicly post the updated link.

https://www.dropbox.com/s/4knsevaknwd4y36/new_g0reHUD.rar?dl=0

thank you!!

[quote=_Kermit]

I fixed the issues the hud had, I moved the targetIDs and the ubermeter a while ago, forgot to publicly post the updated link.

https://www.dropbox.com/s/4knsevaknwd4y36/new_g0reHUD.rar?dl=0[/quote]

thank you!!
5753
#5753
0 Frags +

Is there a way to make the class portraits static? Every time I hover my mouse to the armory section the class portraits move or something.

Is there a way to make the class portraits static? Every time I hover my mouse to the armory section the class portraits move or something.
5754
#5754
whitelist.tf
0 Frags +
solly6Is there a way to make the class portraits static? Every time I hover my mouse to the armory section the class portraits move or something.

Mess with the class_wide_min/_max and tall_min/_max values in CharInfoLoadoutSubPanel.res

[quote=solly6]Is there a way to make the class portraits static? Every time I hover my mouse to the armory section the class portraits move or something.[/quote]
Mess with the [url=https://github.com/SteamDatabase/GameTracking-TF2/blob/master/tf/tf2_misc_dir/resource/ui/charinfoloadoutsubpanel.res#L25-L32]class_wide_min/_max and tall_min/_max[/url] values in [i]CharInfoLoadoutSubPanel.res[/i]
5755
#5755
0 Frags +

What controls the weapon name panel in the left corner, under the health cross when you pick up a dropped weapon?

What controls the weapon name panel in the left corner, under the health cross when you pick up a dropped weapon?
5756
#5756
0 Frags +

Quick question: when I am hurt my PlayerStatusHealthBonusImage (the red cross) only flashes once and then stops looping. Its a really common thing I know, but I'd be happy to hear if someone is willing to help.

Here's how it is in my animations file:

event HudHealthDyingPulse
{
Animate PlayerStatusHealthValue FgColor "255 255 0 255" Linear 0.0 0.25

Animate PlayerStatusHealthBonusImage Alpha "0" Linear 0.0 0.2
Animate PlayerStatusHealthBonusImage Alpha "255" Linear 0.2 0.2

RunEvent HudHealthDyingPulseLoop 0.4
}

event HudHealthDyingPulseStop
{
Animate PlayerStatusHealthValue FgColor "255 255 255 255" Linear 0.0 0.0

StopEvent HudHealthDyingPulse 0.0
StopEvent HudHealthDyingPulseLoop 0.0
}

Quick question: when I am hurt my PlayerStatusHealthBonusImage (the red cross) only flashes once and then stops looping. Its a really common thing I know, but I'd be happy to hear if someone is willing to help.

Here's how it is in my animations file:


event HudHealthDyingPulse
{
Animate PlayerStatusHealthValue FgColor "255 255 0 255" Linear 0.0 0.25

Animate PlayerStatusHealthBonusImage Alpha "0" Linear 0.0 0.2
Animate PlayerStatusHealthBonusImage Alpha "255" Linear 0.2 0.2

RunEvent HudHealthDyingPulseLoop 0.4
}

event HudHealthDyingPulseStop
{
Animate PlayerStatusHealthValue FgColor "255 255 255 255" Linear 0.0 0.0

StopEvent HudHealthDyingPulse 0.0
StopEvent HudHealthDyingPulseLoop 0.0
}
5757
#5757
0 Frags +
xXx_n00b_D3stR0y3r_xXxWhat controls the weapon name panel in the left corner, under the health cross when you pick up a dropped weapon?

HudPlayerClass.res > "CarryingWeapon"

creeprootQuick question: when I am hurt my PlayerStatusHealthBonusImage (the red cross) only flashes once and then stops looping. Its a really common thing I know, but I'd be happy to hear if someone is willing to help.

Here's how it is in my animations file:

event HudHealthDyingPulse
{
Animate PlayerStatusHealthValue FgColor "255 255 0 255" Linear 0.0 0.25

Animate PlayerStatusHealthBonusImage Alpha "0" Linear 0.0 0.2
Animate PlayerStatusHealthBonusImage Alpha "255" Linear 0.2 0.2

RunEvent HudHealthDyingPulseLoop 0.4
}

event HudHealthDyingPulseStop
{
Animate PlayerStatusHealthValue FgColor "255 255 255 255" Linear 0.0 0.0

StopEvent HudHealthDyingPulse 0.0
StopEvent HudHealthDyingPulseLoop 0.0
}

event HudHealthDyingPulse
{
Animate PlayerStatusHealthBonusImage Alpha "255" Linear 0.0 0.075
Animate PlayerStatusHealthBonusImage Alpha "0" Linear 0.125 0.075

Animate PlayerStatusHealthValue FgColor "255 255 0 255" Linear 0.0 0.25

RunEvent HudHealthDyingPulseLoop 0.4
}

event HudHealthDyingPulseLoop
{
RunEvent HudHealthDyingPulse 0.0
}

event HudHealthDyingPulseStop
{
StopEvent HudHealthDyingPulse 0.0
StopEvent HudHealthDyingPulseLoop 0.0

Animate PlayerStatusHealthValue FgColor "255 255 255 255" Linear 0.0 0.0
}

[quote=xXx_n00b_D3stR0y3r_xXx]What controls the weapon name panel in the left corner, under the health cross when you pick up a dropped weapon?[/quote]

HudPlayerClass.res > "CarryingWeapon"

[quote=creeproot]Quick question: when I am hurt my PlayerStatusHealthBonusImage (the red cross) only flashes once and then stops looping. Its a really common thing I know, but I'd be happy to hear if someone is willing to help.

Here's how it is in my animations file:


event HudHealthDyingPulse
{
Animate PlayerStatusHealthValue FgColor "255 255 0 255" Linear 0.0 0.25

Animate PlayerStatusHealthBonusImage Alpha "0" Linear 0.0 0.2
Animate PlayerStatusHealthBonusImage Alpha "255" Linear 0.2 0.2

RunEvent HudHealthDyingPulseLoop 0.4
}

event HudHealthDyingPulseStop
{
Animate PlayerStatusHealthValue FgColor "255 255 255 255" Linear 0.0 0.0

StopEvent HudHealthDyingPulse 0.0
StopEvent HudHealthDyingPulseLoop 0.0
}[/quote]

event HudHealthDyingPulse
{
Animate PlayerStatusHealthBonusImage Alpha "255" Linear 0.0 0.075
Animate PlayerStatusHealthBonusImage Alpha "0" Linear 0.125 0.075

Animate PlayerStatusHealthValue FgColor "255 255 0 255" Linear 0.0 0.25

RunEvent HudHealthDyingPulseLoop 0.4
}

event HudHealthDyingPulseLoop
{
RunEvent HudHealthDyingPulse 0.0
}

event HudHealthDyingPulseStop
{
StopEvent HudHealthDyingPulse 0.0
StopEvent HudHealthDyingPulseLoop 0.0

Animate PlayerStatusHealthValue FgColor "255 255 255 255" Linear 0.0 0.0
}
5758
#5758
0 Frags +

Grazie Hypnotize, pero' mi sa che hai sbagliato tu una cosa: mi hai scritto hudlowammopulseloop invece di hudhealthdyingpulseloop (che ho cambiato io). Comunque grazie

Grazie Hypnotize, pero' mi sa che hai sbagliato tu una cosa: mi hai scritto hudlowammopulseloop invece di hudhealthdyingpulseloop (che ho cambiato io). Comunque grazie
5759
#5759
1 Frags +

wops si è RunEvent HudHealthDyingPulseLoop 0.4

wops si è RunEvent HudHealthDyingPulseLoop 0.4
5760
#5760
0 Frags +

:) grazie comunque

:) grazie comunque
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