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HUD editing: short questions, quick answers
posted in Customization
841
#841
1 Frags +
AlmieThis might be utfg question, but I dont really know where to look for HUD info, so could someone please tell me where to find settings for the heal/damage text?

huddamageaccount.res in resource/ui
for hud information
Rays Tutorials
Doodles guide
Huds.tf forums/guides
and ofcourse this thread in the tftv forums

[quote=Almie]This might be utfg question, but I dont really know where to look for HUD info, so could someone please tell me where to find settings for the heal/damage text?[/quote]
huddamageaccount.res in resource/ui
for hud information
[url=https://www.youtube.com/watch?v=wPH6On2F0Pw&list=PL5eNrB8RrXXvohogCcKNKyk9SJxa26ltz]Rays Tutorials[/url]
Doodles guide
Huds.tf forums/guides
and ofcourse this thread in the tftv forums
842
#842
0 Frags +
N1ghThttp://prntscr.com/5zmk8l

Any idea how to change the size of the font for server time?

hudobjectivetimepanel.res
hudobjectivestatus.res
hudobjectivekothtimepanel.res
all in resource/ui

[quote=N1ghT]http://prntscr.com/5zmk8l

Any idea how to change the size of the font for server time?[/quote]
hudobjectivetimepanel.res
hudobjectivestatus.res
hudobjectivekothtimepanel.res
all in resource/ui
843
#843
0 Frags +
FozzlmN1ghTScoreboard.res under "Scores" entry there should be "name_width", "score_width", and "ping_width" and change the values to something like "9999".
Thanks, but that removes the whole element and not just the labels of name/score etc. etc.

put an image panel over it

here is the code to mess around with
"BlackBar"
{
"ControlName" "ImagePanel"
"fieldName" "BlackBar"
"xpos" ""
"ypos" "" [$WIN32]
"zpos" "600"
"wide" ""
"tall" ""
"visible" "1"
"enabled" "1"
"fillcolor" ""
}

[quote=Fozzlm][quote=N1ghT]Scoreboard.res under "Scores" entry there should be "name_width", "score_width", and "ping_width" and change the values to something like "9999".[/quote]

Thanks, but that removes the whole element and not just the labels of name/score etc. etc.[/quote]
put an image panel over it

here is the code to mess around with
"BlackBar"
{
"ControlName" "ImagePanel"
"fieldName" "BlackBar"
"xpos" ""
"ypos" "" [$WIN32]
"zpos" "600"
"wide" ""
"tall" ""
"visible" "1"
"enabled" "1"
"fillcolor" ""
}
844
#844
ozfortress
-1 Frags +
Mr_Harvardput an image panel over it

Thanks, I ended up doing that just before I read this post.

[quote=Mr_Harvard]put an image panel over it[/quote]

Thanks, I ended up doing that just before I read this post.
845
#845
-1 Frags +

.

.
846
#846
0 Frags +
barney_burgerbeansHow is it, or is it even possible to make an image panel change color based on team? I've seen some code in places that would indicate there's some sort of "if_" line for this, but just by emulating that I can't get it work.

Take a look on this - http://doodlesstuff.com/?tutorial=tf2hud&section=images

[quote=barney_burgerbeans]How is it, or is it even possible to make an image panel change color based on team? I've seen some code in places that would indicate there's some sort of "if_" line for this, but just by emulating that I can't get it work.[/quote]

Take a look on this - http://doodlesstuff.com/?tutorial=tf2hud&section=images
847
#847
-1 Frags +

.

.
848
#848
-1 Frags +

How do I add text to a tooltip for the main menu? Not a tooltip title, but some subtext.

"ChangeScoreBoard"
{
"label" "x"
"command" "engine toggle cl_hud_minmode"
"tooltip" "Change scoreboard"
what do I have to add here?
}

How do I add text to a tooltip for the main menu? Not a tooltip title, but some subtext.

"ChangeScoreBoard"
{
"label" "x"
"command" "engine toggle cl_hud_minmode"
"tooltip" "Change scoreboard"
[u]what do I have to add here?[/u]
}
849
#849
0 Frags +

Which file do I go to to edit the health numbers that was changed a couple of updates ago which are now on top of the player's head instead of next to the name? Sorry if this question has been asked before I didn't see it.

Which file do I go to to edit the health numbers that was changed a couple of updates ago which are now on top of the player's head instead of next to the name? Sorry if this question has been asked before I didn't see it.
850
#850
-1 Frags +
fyrWhich file do I go to to edit the health numbers that was changed a couple of updates ago which are now on top of the player's head instead of next to the name? Sorry if this question has been asked before I didn't see it.

If you're asking how to move it, it is controlled by the command tf_hud_target_id_disable_floating_health.

If you're asking how to edit the actual health, the file is resource/ui/SpectatorGUIHealth.res.

[quote=fyr]Which file do I go to to edit the health numbers that was changed a couple of updates ago which are now on top of the player's head instead of next to the name? Sorry if this question has been asked before I didn't see it.[/quote]

If you're asking how to move it, it is controlled by the command [i]tf_hud_target_id_disable_floating_health[/i].

If you're asking how to edit the actual health, the file is [i]resource/ui/SpectatorGUIHealth.res[/i].
851
#851
-1 Frags +

http://cloud-4.steamusercontent.com/ugc/704021352707545748/32F062FF5D449950F32BF2A69F887420A1E1CAC0/

yeah showing off in pubs >:D

anyways, anyone knows what the 2 [unknown] things are supposed to be ? its the old garm3n rex hud and i guess at least one of them should be the dmg number, but i dont know how to activate them. also tried disquse hud fix but didnt help.

thx in advance <:

[img]http://cloud-4.steamusercontent.com/ugc/704021352707545748/32F062FF5D449950F32BF2A69F887420A1E1CAC0/[/img]

yeah showing off in pubs >:D

anyways, anyone knows what the 2 [unknown] things are supposed to be ? its the old garm3n rex hud and i guess at least one of them should be the dmg number, but i dont know how to activate them. also tried disquse hud fix but didnt help.

thx in advance <:
852
#852
-1 Frags +

I guess it was asked before, but how do I remove this box in the top left?

http://i.imgur.com/6s08kiK.jpg

I guess it was asked before, but how do I remove this box in the top left?

http://i.imgur.com/6s08kiK.jpg
853
#853
0 Frags +
PhantomyoI guess it was asked before, but how do I remove this box in the top left?

http://i.imgur.com/6s08kiK.jpg
HypnotizeFirehow do i get rid of this little rectangle in the top left corner?http://puu.sh/eKpqd.jpg
looks like this has something to do with the smissmas update, since the updated huds dont have this issue anymore, sadly kA_hud is not getting updates anymore but does anyone know how to remove it ? :)

Add the mouseoveritempanel section to the mainmenuoverride

No idea if this works, haven't tested it myself.

[quote=Phantomyo]I guess it was asked before, but how do I remove this box in the top left?

http://i.imgur.com/6s08kiK.jpg[/quote]



[quote=Hypnotize][quote=Fire]how do i get rid of this little rectangle in the top left corner?[img]http://puu.sh/eKpqd.jpg[/img]
looks like this has something to do with the smissmas update, since the updated huds dont have this issue anymore, sadly kA_hud is not getting updates anymore but does anyone know how to remove it ? :)[/quote]

Add the mouseoveritempanel section to the mainmenuoverride[/quote]

No idea if this works, haven't tested it myself.
854
#854
0 Frags +
N1ghTPhantomyoI guess it was asked before, but how do I remove this box in the top left?

http://i.imgur.com/6s08kiK.jpg
HypnotizeFirehow do i get rid of this little rectangle in the top left corner?http://puu.sh/eKpqd.jpg
looks like this has something to do with the smissmas update, since the updated huds dont have this issue anymore, sadly kA_hud is not getting updates anymore but does anyone know how to remove it ? :)

Add the mouseoveritempanel section to the mainmenuoverride

No idea if this works, haven't tested it myself.

it does :)

[quote=N1ghT][quote=Phantomyo]I guess it was asked before, but how do I remove this box in the top left?

http://i.imgur.com/6s08kiK.jpg[/quote]



[quote=Hypnotize][quote=Fire]how do i get rid of this little rectangle in the top left corner?[img]http://puu.sh/eKpqd.jpg[/img]
looks like this has something to do with the smissmas update, since the updated huds dont have this issue anymore, sadly kA_hud is not getting updates anymore but does anyone know how to remove it ? :)[/quote]

Add the mouseoveritempanel section to the mainmenuoverride[/quote]

No idea if this works, haven't tested it myself.[/quote]

it does :)
855
#855
-1 Frags +
N1ghTPhantomyoI guess it was asked before, but how do I remove this box in the top left?

http://i.imgur.com/6s08kiK.jpg
HypnotizeFirehow do i get rid of this little rectangle in the top left corner?http://puu.sh/eKpqd.jpg
looks like this has something to do with the smissmas update, since the updated huds dont have this issue anymore, sadly kA_hud is not getting updates anymore but does anyone know how to remove it ? :)

Add the mouseoveritempanel section to the mainmenuoverride

No idea if this works, haven't tested it myself.

Thanks my man, I fixed it.

[quote=N1ghT][quote=Phantomyo]I guess it was asked before, but how do I remove this box in the top left?

http://i.imgur.com/6s08kiK.jpg[/quote]



[quote=Hypnotize][quote=Fire]how do i get rid of this little rectangle in the top left corner?[img]http://puu.sh/eKpqd.jpg[/img]
looks like this has something to do with the smissmas update, since the updated huds dont have this issue anymore, sadly kA_hud is not getting updates anymore but does anyone know how to remove it ? :)[/quote]

Add the mouseoveritempanel section to the mainmenuoverride[/quote]

No idea if this works, haven't tested it myself.[/quote]

Thanks my man, I fixed it.
856
#856
-1 Frags +

hello, so i created an image panel for a custom image in MainMenuOverride.res, but I want it to only show on the main menu and not on the ingame menu. Anyone know how to do it?

Here is the image panel:
"PlayMulti_icon"
{
"ControlName" "ImagePanel"
"fieldName" "PlayMulti_icon"
"xpos" "42"
"ypos" "79"
"zpos" "32"
"wide" "160"
"tall" "160"
"autoResize" "0"
"pinCorner" "2"
"visible" "1"
"enabled" "1"
"scaleImage" "1"
"image" "../console/playmulti_icon"
}

hello, so i created an image panel for a custom image in MainMenuOverride.res, but I want it to only show on the main menu and not on the ingame menu. Anyone know how to do it?

Here is the image panel:
"PlayMulti_icon"
{
"ControlName" "ImagePanel"
"fieldName" "PlayMulti_icon"
"xpos" "42"
"ypos" "79"
"zpos" "32"
"wide" "160"
"tall" "160"
"autoResize" "0"
"pinCorner" "2"
"visible" "1"
"enabled" "1"
"scaleImage" "1"
"image" "../console/playmulti_icon"
}
857
#857
-1 Frags +
devamar_10hello, so i created an image panel for a custom image in MainMenuOverride.res, but I want it to only show on the main menu and not on the ingame menu.

It is controlled by lines in Gamemenu.res.
"QuitButton"
{
"label" "Quit"
"command" "quit"
"OnlyAtMenu" "1"
}
"DisconnectButton"
{
"label" "Disconnect"
"command" "Disconnect"
"OnlyInGame" "1"
}

[quote=devamar_10]hello, so i created an image panel for a custom image in MainMenuOverride.res, but I want it to only show on the main menu and not on the ingame menu.[/quote] It is controlled by lines in Gamemenu.res.
"QuitButton"
{
"label" "Quit"
"command" "quit"
"OnlyAtMenu" "1"
}
"DisconnectButton"
{
"label" "Disconnect"
"command" "Disconnect"
"OnlyInGame" "1"
}
858
#858
-1 Frags +
NoFapdevamar_10hello, so i created an image panel for a custom image in MainMenuOverride.res, but I want it to only show on the main menu and not on the ingame menu. It is controlled by lines in Gamemenu.res.
"QuitButton"
{
"label" "Quit"
"command" "quit"
"OnlyAtMenu" "1"
}
"DisconnectButton"
{
"label" "Disconnect"
"command" "Disconnect"
"OnlyInGame" "1"
}

I tried that by having it like so in gamemenu.res

"PlayMulti_icon"
{
"OnlyAtMenu" "1"
}

But it still shows up ingame, I also tried making it an imagebutton but it still shows up ingame. Any ideas why?

[quote=NoFap][quote=devamar_10]hello, so i created an image panel for a custom image in MainMenuOverride.res, but I want it to only show on the main menu and not on the ingame menu.[/quote] It is controlled by lines in Gamemenu.res.
"QuitButton"
{
"label" "Quit"
"command" "quit"
"OnlyAtMenu" "1"
}
"DisconnectButton"
{
"label" "Disconnect"
"command" "Disconnect"
"OnlyInGame" "1"
}[/quote]
I tried that by having it like so in gamemenu.res

"PlayMulti_icon"
{
"OnlyAtMenu" "1"
}

But it still shows up ingame, I also tried making it an imagebutton but it still shows up ingame. Any ideas why?
859
#859
-1 Frags +

Hey, I got a question I have been working on for at least 3 hrs trying to get working so I decided to ask.

How would one go about moving the individual status boxes for each of the engi's buildings?

I'm trying to get them in a horizontal row at the top near the timer with sentry and dispenser of left, and teleporter pair on right. However the thing is even though I can move them as a group with the BuildingStatus_Engineer block in the hudlayout.res I need a way to separate them so that they are all on the same horizontal level. The problem is no matter what coordinates I change in the hud_obj_(buildingname).res files, they don't want to move at all.

Any help would be greatly appreciated!

Hey, I got a question I have been working on for at least 3 hrs trying to get working so I decided to ask.

How would one go about moving the individual status boxes for each of the engi's buildings?

I'm trying to get them in a horizontal row at the top near the timer with sentry and dispenser of left, and teleporter pair on right. However the thing is even though I can move them as a group with the BuildingStatus_Engineer block in the hudlayout.res I need a way to separate them so that they are all on the same horizontal level. The problem is no matter what coordinates I change in the hud_obj_(buildingname).res files, they don't want to move at all.

Any help would be greatly appreciated!
860
#860
0 Frags +
LuigiHey, I got a question I have been working on for at least 3 hrs trying to get working so I decided to ask.

How would one go about moving the individual status boxes for each of the engi's buildings?

I'm trying to get them in a horizontal row at the top near the timer with sentry and dispenser of left, and teleporter pair on right. However the thing is even though I can move them as a group with the BuildingStatus_Engineer block in the hudlayout.res I need a way to separate them so that they are all on the same horizontal level. The problem is no matter what coordinates I change in the hud_obj_(buildingname).res files, they don't want to move at all.

Any help would be greatly appreciated!

what does it look like when u changed the values in each of these files

[quote=Luigi]Hey, I got a question I have been working on for at least 3 hrs trying to get working so I decided to ask.

How would one go about moving the individual status boxes for each of the engi's buildings?

I'm trying to get them in a horizontal row at the top near the timer with sentry and dispenser of left, and teleporter pair on right. However the thing is even though I can move them as a group with the BuildingStatus_Engineer block in the hudlayout.res I need a way to separate them so that they are all on the same horizontal level. The problem is no matter what coordinates I change in the hud_obj_(buildingname).res files, they don't want to move at all.

Any help would be greatly appreciated![/quote]
what does it look like when u changed the values in each of these files
861
#861
1 Frags +

Anyone know where to edit this?

https://dl.dropboxusercontent.com/u/149728952/voicecmdbox.png

Anyone know where to edit this?
[img]https://dl.dropboxusercontent.com/u/149728952/voicecmdbox.png[/img]
862
#862
-1 Frags +
Mr_Harvardwhat does it look like when u changed the values in each of these files

When changing the coordinates it looks like one of two things:

1) Everything stays in place and it looks like the default does as the BuildingStatusItem frame which contains all the sub items refuses to move its current position, even when trying outrageous values in the thousands just to get it to move.

2) The sub items such as the background, the building icons, lables and progression bars all are all able to be moved but the moment you try to change their value outside the BuildingStatusItem frame they stop being drawn (which is normal and to be expected.)

The real issue is how to deal with the stubborn BuildingStatusItem frame to move...

[quote=Mr_Harvard]what does it look like when u changed the values in each of these files[/quote]
When changing the coordinates it looks like one of two things:

1) Everything stays in place and it looks like the default does as the BuildingStatusItem frame which contains all the sub items refuses to move its current position, even when trying outrageous values in the thousands just to get it to move.

2) The sub items such as the background, the building icons, lables and progression bars all are all able to be moved but the moment you try to change their value outside the BuildingStatusItem frame they stop being drawn (which is normal and to be expected.)

The real issue is how to deal with the stubborn BuildingStatusItem frame to move...
863
#863
-1 Frags +

How would I go about removing everything from the player hud besides the killfeed?

How would I go about removing everything from the player hud besides the killfeed?
864
#864
0 Frags +
deszaHow would I go about removing everything from the player hud besides the killfeed?

Presuming you mean all hud elements including health and ammo, then one of the easiest ways is just to set the visable and enabled fields of each hud element to 0 in the hudlayout.res, that will take care of a lot of things, but some others (like health and some others) you may to go into their .res files and disable them. In the rare case that a part of a hud dosent want to go away with the above solution and is being stubborn, setting them to a tall and width of 0 or setting x&y position to 9999 will work also.

HOWEVER, THIS IS HIGHLY NOT RECOMENDED! YOU NEED THE BASIC HUD ELEMENTS TO AT LEAST PROPERLY PLAY THE GAME.

[quote=desza]How would I go about removing everything from the player hud besides the killfeed?[/quote]
Presuming you mean all hud elements including health and ammo, then one of the easiest ways is just to set the visable and enabled fields of each hud element to 0 in the hudlayout.res, that will take care of a lot of things, but some others (like health and some others) you may to go into their .res files and disable them. In the rare case that a part of a hud dosent want to go away with the above solution and is being stubborn, setting them to a tall and width of 0 or setting x&y position to 9999 will work also.

HOWEVER, THIS IS HIGHLY NOT RECOMENDED! YOU NEED THE BASIC HUD ELEMENTS TO AT LEAST PROPERLY PLAY THE GAME.
865
#865
-1 Frags +
LuigideszaHow would I go about removing everything from the player hud besides the killfeed?Presuming you mean all hud elements including health and ammo, then one of the easiest ways is just to set the visable and enabled fields of each hud element to 0 in the hudlayout.res, that will take care of a lot of things, but some others (like health and some others) you may to go into their .res files and disable them. In the rare case that a part of a hud dosent want to go away with the above solution and is being stubborn, setting them to a tall and width of 0 or setting x&y position to 9999 will work also.

HOWEVER, THIS IS HIGHLY NOT RECOMENDED! YOU NEED THE BASIC HUD ELEMENTS TO AT LEAST PROPERLY PLAY THE GAME.

Thanks this helped a bit. And yes, I'm aware the game would be unplayable in this state. I'm just editing a version of yahud for making frag videos.

There's just a few things I still can't figure out how to get rid of:

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

Timer on koth maps and timer on 5CP (not pictured)

• Name of who you're spectating

• UberCharge percentage of who you're spectating

• Item info while spectating (I know I can just get rid of this by cycling through, but I'd like it permanently disabled)

• Red bar (or blue) above player name while spectating -- I know the VMT files are bg_red (bg_blue) in \materials\vgui\replay\thumbnails

Any help is appreciated.

[quote=Luigi][quote=desza]How would I go about removing everything from the player hud besides the killfeed?[/quote]
Presuming you mean all hud elements including health and ammo, then one of the easiest ways is just to set the visable and enabled fields of each hud element to 0 in the hudlayout.res, that will take care of a lot of things, but some others (like health and some others) you may to go into their .res files and disable them. In the rare case that a part of a hud dosent want to go away with the above solution and is being stubborn, setting them to a tall and width of 0 or setting x&y position to 9999 will work also.

HOWEVER, THIS IS HIGHLY NOT RECOMENDED! YOU NEED THE BASIC HUD ELEMENTS TO AT LEAST PROPERLY PLAY THE GAME.[/quote]

Thanks this helped a bit. And yes, I'm aware the game would be unplayable in this state. I'm just editing a version of yahud for making frag videos.

There's just a few things I still can't figure out how to get rid of:
[img]http://i.imgur.com/EYuyIzj.png[/img]

• [s]Timer on koth maps and timer on 5CP (not pictured)[/s]

• Name of who you're spectating

• UberCharge percentage of who you're spectating

• Item info while spectating (I know I can just get rid of this by cycling through, but I'd like it permanently disabled)

• Red bar (or blue) above player name while spectating -- I know the VMT files are bg_red (bg_blue) in \materials\vgui\replay\thumbnails


Any help is appreciated.
866
#866
0 Frags +
deszaLuigideszaHow would I go about removing everything from the player hud besides the killfeed?Presuming you mean all hud elements including health and ammo, then one of the easiest ways is just to set the visable and enabled fields of each hud element to 0 in the hudlayout.res, that will take care of a lot of things, but some others (like health and some others) you may to go into their .res files and disable them. In the rare case that a part of a hud dosent want to go away with the above solution and is being stubborn, setting them to a tall and width of 0 or setting x&y position to 9999 will work also.

HOWEVER, THIS IS HIGHLY NOT RECOMENDED! YOU NEED THE BASIC HUD ELEMENTS TO AT LEAST PROPERLY PLAY THE GAME.

Thanks this helped a bit. And yes, I'm aware the game would be unplayable in this state. I'm just editing a version of yahud for making frag videos.

There's just a few things I still can't figure out how to get rid of:
http://i.imgur.com/EYuyIzj.png

Timer on koth maps and timer on 5CP (not pictured)

• Name of who you're spectating

• UberCharge percentage of who you're spectating

• Item info while spectating (I know I can just get rid of this by cycling through, but I'd like it permanently disabled)

• Red bar (or blue) above player name while spectating -- I know the VMT files are bg_red (bg_blue) in \materials\vgui\replay\thumbnails

Any help is appreciated.

- Name of who you're spectating: turn 'visible' and 'enabled' of 'TargetNameLabel' to 0 in the targetID.res

- Ubercharge percentage: turn 'visible' and 'enabled' of 'TargetDataLabel' to 0 in the targetID.res

- Item info: turn 'visible' of 'itempanel' in the 'spectator.res' to 0

- Red and Blue bar: turn 'visible' and 'enabled' of 'TargetIDBG_Spec_Blue' and 'TargetIDBG_Spec_Red' to 0 in the targetID.res

If turning visible or enabled to 0 doesn't hide the element, try changing the xpos to '9999'

Hope this helps

[quote=desza][quote=Luigi][quote=desza]How would I go about removing everything from the player hud besides the killfeed?[/quote]
Presuming you mean all hud elements including health and ammo, then one of the easiest ways is just to set the visable and enabled fields of each hud element to 0 in the hudlayout.res, that will take care of a lot of things, but some others (like health and some others) you may to go into their .res files and disable them. In the rare case that a part of a hud dosent want to go away with the above solution and is being stubborn, setting them to a tall and width of 0 or setting x&y position to 9999 will work also.

HOWEVER, THIS IS HIGHLY NOT RECOMENDED! YOU NEED THE BASIC HUD ELEMENTS TO AT LEAST PROPERLY PLAY THE GAME.[/quote]

Thanks this helped a bit. And yes, I'm aware the game would be unplayable in this state. I'm just editing a version of yahud for making frag videos.

There's just a few things I still can't figure out how to get rid of:
[img]http://i.imgur.com/EYuyIzj.png[/img]

• [s]Timer on koth maps and timer on 5CP (not pictured)[/s]

• Name of who you're spectating

• UberCharge percentage of who you're spectating

• Item info while spectating (I know I can just get rid of this by cycling through, but I'd like it permanently disabled)

• Red bar (or blue) above player name while spectating -- I know the VMT files are bg_red (bg_blue) in \materials\vgui\replay\thumbnails


Any help is appreciated.[/quote]

- Name of who you're spectating: turn 'visible' and 'enabled' of 'TargetNameLabel' to 0 in the targetID.res

- Ubercharge percentage: turn 'visible' and 'enabled' of 'TargetDataLabel' to 0 in the targetID.res

- Item info: turn 'visible' of 'itempanel' in the 'spectator.res' to 0

- Red and Blue bar: turn 'visible' and 'enabled' of 'TargetIDBG_Spec_Blue' and 'TargetIDBG_Spec_Red' to 0 in the targetID.res

If turning visible or enabled to 0 doesn't hide the element, try changing the xpos to '9999'

Hope this helps
867
#867
-1 Frags +
b4stian- Name of who you're spectating: turn 'visible' and 'enabled' of 'TargetNameLabel' to 0 in the targetID.res

- Ubercharge percentage: turn 'visible' and 'enabled' of 'TargetDataLabel' to 0 in the targetID.res

- Item info: turn 'visible' of 'itempanel' in the 'spectator.res' to 0

- Red and Blue bar: turn 'visible' and 'enabled' of 'TargetIDBG_Spec_Blue' and 'TargetIDBG_Spec_Red' to 0 in the targetID.res

If turning visible or enabled to 0 doesn't hide the element, try changing the xpos to '9999'

Hope this helps

EDIT: Found out that there's an option in tf2 for disabling the items panel, so I just did that. Still need help on the other two things.

EDIT 2: Just noticed the bar that indicates who currently has the point on koth maps still shows up (http://i.imgur.com/jYFWjjI.png). How do I get rid of this?

EDIT 3: Got it to work. Needed to change the x AND y pos of those things to get rid of them (like Luigi said earlier, so thanks to him as well). Thanks a bunch man.

EDIT 4: Thanks Hergan, the koth thing worked! All set to go now. You guys rock.

[quote=b4stian]
- Name of who you're spectating: turn 'visible' and 'enabled' of 'TargetNameLabel' to 0 in the targetID.res

- Ubercharge percentage: turn 'visible' and 'enabled' of 'TargetDataLabel' to 0 in the targetID.res

- Item info: turn 'visible' of 'itempanel' in the 'spectator.res' to 0

- Red and Blue bar: turn 'visible' and 'enabled' of 'TargetIDBG_Spec_Blue' and 'TargetIDBG_Spec_Red' to 0 in the targetID.res

If turning visible or enabled to 0 doesn't hide the element, try changing the xpos to '9999'

Hope this helps[/quote]

EDIT: Found out that there's an option in tf2 for disabling the items panel, so I just did that. Still need help on the other two things.

[s]EDIT 2: Just noticed the bar that indicates who currently has the point on koth maps still shows up (http://i.imgur.com/jYFWjjI.png). How do I get rid of this?[/s]

EDIT 3: Got it to work. Needed to change the x AND y pos of those things to get rid of them (like Luigi said earlier, so thanks to him as well). Thanks a bunch man.

EDIT 4: Thanks Hergan, the koth thing worked! All set to go now. You guys rock.
868
#868
0 Frags +
deszab4stian- Name of who you're spectating: turn 'visible' and 'enabled' of 'TargetNameLabel' to 0 in the targetID.res

- Ubercharge percentage: turn 'visible' and 'enabled' of 'TargetDataLabel' to 0 in the targetID.res

- Item info: turn 'visible' of 'itempanel' in the 'spectator.res' to 0

- Red and Blue bar: turn 'visible' and 'enabled' of 'TargetIDBG_Spec_Blue' and 'TargetIDBG_Spec_Red' to 0 in the targetID.res

If turning visible or enabled to 0 doesn't hide the element, try changing the xpos to '9999'

Hope this helps

Unfortunately, most of this didn't work. (However I was able to get rid of the red and blue bars so thanks for that!)

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

TargetNameLabel:
"TargetNameLabel"
	{	
		"ControlName"		"CExLabel"
		"fieldName"		"TargetNameLabel"
		"font"			"Medium14"				//Medium12
		"xpos"			"9999"
		"ypos"			"18"	
		"zpos"			"2"
		"wide"			"640"
		"tall"			"14"
		"fgcolor"		"ya_Name"
		"autoResize"		"0"
		"pinCorner"		"0"
		"visible"		"0"
		"enabled"		"0"
		"labelText"		"%targetname%"
		"textAlignment"		"west"
		"dulltext"		"0"
		"brighttext"		"0"

	}

TargetDataLabel:
	"TargetDataLabel"
	{	
		"ControlName"		"CExLabel"
		"fieldName"		"TargetDataLabel"
		"font"			"Medium9"
		"xpos"			"9999"
		"ypos"			"4"		
		"zpos"			"4"
		"wide"			"250"
		"tall"			"12"
		"autoResize"		"0"
		"pinCorner"		"0"
		"visible"		"0"
		"enabled"		"0"
		"labelText"		"%targetdata%"
		"fgcolor"		"White"
		"textAlignment"		"west"
		"dulltext"		"0"
		"brighttext"		"0"
	}
    

Thanks for your help.

EDIT: Found out that there's an option in tf2 for disabling the items panel, so I just did that. Still need help on the other two things.

EDIT 2: Just noticed the bar that indicates who currently has the point on koth maps still shows up (http://i.imgur.com/jYFWjjI.png). How do I get rid of this?

For names try adding "fgcolor_override" "Blank" to make them dissapear, and for the koth thingie, open hudlayout.res and find HudKothTimeStatus and change xpos to 9999/visible to 0

[quote=desza][quote=b4stian]
- Name of who you're spectating: turn 'visible' and 'enabled' of 'TargetNameLabel' to 0 in the targetID.res

- Ubercharge percentage: turn 'visible' and 'enabled' of 'TargetDataLabel' to 0 in the targetID.res

- Item info: turn 'visible' of 'itempanel' in the 'spectator.res' to 0

- Red and Blue bar: turn 'visible' and 'enabled' of 'TargetIDBG_Spec_Blue' and 'TargetIDBG_Spec_Red' to 0 in the targetID.res

If turning visible or enabled to 0 doesn't hide the element, try changing the xpos to '9999'

Hope this helps[/quote]

Unfortunately, most of this didn't work. (However I was able to get rid of the red and blue bars so thanks for that!)

[img]http://i.imgur.com/mAJbVOh.png[/img]

TargetNameLabel:
[code]"TargetNameLabel"
{
"ControlName" "CExLabel"
"fieldName" "TargetNameLabel"
"font" "Medium14" //Medium12
"xpos" "9999"
"ypos" "18"
"zpos" "2"
"wide" "640"
"tall" "14"
"fgcolor" "ya_Name"
"autoResize" "0"
"pinCorner" "0"
"visible" "0"
"enabled" "0"
"labelText" "%targetname%"
"textAlignment" "west"
"dulltext" "0"
"brighttext" "0"

}[/code]

TargetDataLabel:
[code] "TargetDataLabel"
{
"ControlName" "CExLabel"
"fieldName" "TargetDataLabel"
"font" "Medium9"
"xpos" "9999"
"ypos" "4"
"zpos" "4"
"wide" "250"
"tall" "12"
"autoResize" "0"
"pinCorner" "0"
"visible" "0"
"enabled" "0"
"labelText" "%targetdata%"
"fgcolor" "White"
"textAlignment" "west"
"dulltext" "0"
"brighttext" "0"
}
[/code]

Thanks for your help.

EDIT: Found out that there's an option in tf2 for disabling the items panel, so I just did that. Still need help on the other two things.

EDIT 2: Just noticed the bar that indicates who currently has the point on koth maps still shows up (http://i.imgur.com/jYFWjjI.png). How do I get rid of this?[/quote]

For names try adding "fgcolor_override" "Blank" to make them dissapear, and for the koth thingie, open hudlayout.res and find HudKothTimeStatus and change xpos to 9999/visible to 0
869
#869
-1 Frags +

Hey guys,

I've been trying for a while to animate the health numbers for the tournament spectator hud without any luck.

This is my hudanimations_tf.txt and this my SpectatorTournamentGUIHealth.res.

Basically, I want the health to go blue (especifically 61 171 255 255) when buffed and red (204 0 0 255) when hurt.
I've playing around with the Health Bonus Pulse part -pasting "Animate PlayerStatusHealthValueSpecGUI..." on it and stuff- but I just can't make it work. I really have no idea what to do.

Any help is appreciated! :)

Hey guys,

I've been trying for a while to animate the health numbers for the tournament spectator hud without any luck.

This is my [url=http://pastebin.com/2dbSsu68]hudanimations_tf.txt[/url] and this my [url=http://pastebin.com/fvZXz8J3]SpectatorTournamentGUIHealth.res[/url].

Basically, I want the health to go blue (especifically 61 171 255 255) when buffed and red (204 0 0 255) when hurt.
I've playing around with the Health Bonus Pulse part -pasting "Animate PlayerStatusHealthValueSpecGUI..." on it and stuff- but I just can't make it work. I really have no idea what to do.

Any help is appreciated! :)
870
#870
0 Frags +

its not even put into the hudanimations file, but it in, reupload it and let me see if there is a small hiccup your are missing in the code

its not even put into the hudanimations file, but it in, reupload it and let me see if there is a small hiccup your are missing in the code
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