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HUD Problems
posted in Customization
1
#1
0 Frags +

I've got three problems/questions:

1. How do I make the damage done value rise faster? Right now it rises very slowly, causing overlap, unlike the health/ammo pickup values I have that rise quickly. The only way I have been able to do this is through shortening the lifetime, which is not what I want to do. Changing the text_y and delta_item_end_y values seem to have no effect.

And also,

http://cloud-4.steampowered.com/ugc/703983393773973500/D60F4F8E393962A91FA4E9423C97BEFF74F8A04F/

2. The %health% text (I presume) apparently does not disappear when I die, and the class image doesn't darken.

3. I want to remove the border and stretch out the backgrounds, like this image from ZBHUD, but when I copy-pasted ZBHUD/KNHUD/etc. files, I always got the border I have here; if I just use KNHUD/ZBHUD altogether, the backgrounds display correctly.

Any assistance is much appreciated.

I've got three problems/questions:

1. How do I make the damage done value rise faster? Right now it rises very slowly, causing overlap, unlike the health/ammo pickup values I have that rise quickly. The only way I have been able to do this is through shortening the lifetime, which is not what I want to do. Changing the text_y and delta_item_end_y values seem to have no effect.

And also,
[img]http://cloud-4.steampowered.com/ugc/703983393773973500/D60F4F8E393962A91FA4E9423C97BEFF74F8A04F/[/img]
2. The %health% text (I presume) apparently does not disappear when I die, and the class image doesn't darken.

3. I want to remove the border and stretch out the backgrounds, like [url=http://i1360.photobucket.com/albums/r646/ZimmyWho/ZBHUD/ZBSpecTour_zps50b19d95.png]this image[/url] from ZBHUD, but when I copy-pasted ZBHUD/KNHUD/etc. files, I always got the border I have here; if I just use KNHUD/ZBHUD altogether, the backgrounds display correctly.

Any assistance is much appreciated.
2
#2
0 Frags +

1) What is your delta_lifetime?

3) By border you mean what?
The crosshair?
The player list?

I'm pretty sure that the stretch is because that screenshot is in a 16:9 ratio and your screen is at 4:3 and that screenshot is taken from a specator.

1) What is your delta_lifetime?


3) By border you mean what?
The crosshair?
The player list?

I'm pretty sure that the stretch is because that screenshot is in a 16:9 ratio and your screen is at 4:3 and that screenshot is taken from a specator.
3
#3
0 Frags +

How can i get that border with all names and hp into omphud?

How can i get that border with all names and hp into omphud?
4
#4
1 Frags +

For the border on the spectator panels, look for TFFatLineBorder, TFFatLineBorderRedBG, and TFFatLineBorderBlueBG in the clientscheme. Change their "draw_corner_***" values to 0.

For the border on the spectator panels, look for TFFatLineBorder, TFFatLineBorderRedBG, and TFFatLineBorderBlueBG in the clientscheme. Change their "draw_corner_***" values to 0.
5
#5
1 Frags +
raiku1) What is your delta_lifetime?

Right now I've settled for 2.5, but I changing it to 1.5 or 2 makes it rise at a better rate at the cost of screentime.

LuneHow can i get that border with all names and hp into omphud?

All you have to do is open SpectatorTournament.res and disable (visible 0) PanelCoverTop, PanelCoverBottom, and PanelCoverRight; you can also remove PanelCoverLeft but that's for the health and stuff.

Zimmy-snip-

Thanks Zimmy!

[quote=raiku]1) What is your delta_lifetime?[/quote]
Right now I've settled for 2.5, but I changing it to 1.5 or 2 makes it rise at a better rate at the cost of screentime.


[quote=Lune]How can i get that border with all names and hp into omphud?[/quote]
All you have to do is open SpectatorTournament.res and disable (visible 0) PanelCoverTop, PanelCoverBottom, and PanelCoverRight; you can also remove PanelCoverLeft but that's for the health and stuff.

[quote=Zimmy]-snip-[/quote]
Thanks Zimmy!
6
#6
0 Frags +

I don't think the delta_item_y and end_y work. The numbers are dynamic, after all, which means they won't have a 'y', they just appear.

- In the meantime I figured something out! The delta_lifetime of huddamageaccount.res is the time that the damage accounts that don't show up in HudAnimations.txt exist in!

Take a look:
Image 1: You can clearly see I have stabbed a target. The small number and hit marker have been assigned already in HudAnimations.txt. The bottom left number is not assigned there at all.
Image 2: I wait a while and the assigned hitmarkers disappear. However, the bottom left, as well as the floating number still stay there.
Image 3: The number is fading out.
Image 4: The number finally disappears, and so does the one at the bottom left.

http://imgur.com/vH37zQq,q3zrTo6,jgh65A7,XDklhsN

I don't think the delta_item_y and end_y work. The numbers are dynamic, after all, which means they won't have a 'y', they just appear.

- In the meantime I figured something out! The delta_lifetime of huddamageaccount.res is the time that the damage accounts that don't show up in HudAnimations.txt exist in!

Take a look:
Image 1: You can clearly see I have stabbed a target. The small number and hit marker have been assigned already in HudAnimations.txt. The bottom left number is not assigned there at all.
Image 2: I wait a while and the assigned hitmarkers disappear. However, the bottom left, as well as the floating number still stay there.
Image 3: The number is fading out.
Image 4: The number finally disappears, and so does the one at the bottom left.

http://imgur.com/vH37zQq,q3zrTo6,jgh65A7,XDklhsN
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