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HUD editing: short questions, quick answers
posted in Customization
2281
#2281
0 Frags +

The new contract drawer animations aren't working for me. I can view the post card-esque front of the contract, but when I click it it doesn't show the actual contract. I'm using a hudanimations_manifest.txt file that has my animations (with contract animations removed) and a copy of the latest update's animations file.

hudanimations_manifest
{
	//load priority goes top to bottom
	//whatever animations gets loaded first stays, things below it in load priority cannot override it

	"file"		"scripts/materialAnimations.txt"
	//"file"		"scripts/materialAnimationsBox.txt"
	"file"		"scripts/hudanimations_tf_20151217.txt"
}
The new contract drawer animations aren't working for me. I can view the post card-esque front of the contract, but when I click it it doesn't show the actual contract. I'm using a hudanimations_manifest.txt file that has my animations (with contract animations removed) and a copy of the latest update's animations file.

[code]hudanimations_manifest
{
//load priority goes top to bottom
//whatever animations gets loaded first stays, things below it in load priority cannot override it

"file" "scripts/materialAnimations.txt"
//"file" "scripts/materialAnimationsBox.txt"
"file" "scripts/hudanimations_tf_20151217.txt"
}[/code]
2282
#2282
whitelist.tf
2 Frags +
ChipperIs their a way to move the canteen displayed for MVM? Would it be in the HudMannVsMachineStatus folder? Thanks

resource/ui/HudItemEffectMeter_PowerupBottle.res is the file you're looking for

Rawrsor, I'd recommend moving your custom animations with events to a seperate file, and leave the last line in the _manifest default to:"file" "scripts/hudanimations_tf.txt" so it is using the default file from the VPK. If there are events (for health/ammo colors) defined in the animation file you load in the manifest before the _tf file is loaded they will be used instead.

There is no need to mess with the actual default hudanimations_tf file if the manifest is set up correctly.

[quote=Chipper]Is their a way to move the canteen displayed for MVM? Would it be in the HudMannVsMachineStatus folder? Thanks[/quote]
[i]resource/ui/HudItemEffectMeter_[b]PowerupBottle[/b].res[/i] is the file you're looking for

Rawrsor, I'd recommend moving your custom animations with events to a seperate file, and leave the last line in the _manifest default to:[i]"file" "scripts/hudanimations_tf.txt"[/i] so it is using the default file from the VPK. If there are events (for health/ammo colors) defined in the animation file you load in the manifest [u]before[/u] the _tf file is loaded they will be used instead.

There is no need to mess with the actual default hudanimations_tf file if the manifest is set up correctly.
2283
#2283
0 Frags +
WiethoofdChipperIs their a way to move the canteen displayed for MVM? Would it be in the HudMannVsMachineStatus folder? Thanksresource/ui/HudItemEffectMeter_PowerupBottle.res is the file you're looking for

Rawrsor, I'd recommend moving your custom animations with events to a seperate file, and leave the last line in the _manifest default to:"file" "scripts/hudanimations_tf.txt" so it is using the default file from the VPK. If there are events (for health/ammo colors) defined in the animation file you load in the manifest before the _tf file is loaded they will be used instead.

There is no need to mess with the actual default hudanimations_tf file if the manifest is set up correctly.

Awesome thanks man!

[quote=Wiethoofd][quote=Chipper]Is their a way to move the canteen displayed for MVM? Would it be in the HudMannVsMachineStatus folder? Thanks[/quote]
[i]resource/ui/HudItemEffectMeter_[b]PowerupBottle[/b].res[/i] is the file you're looking for

Rawrsor, I'd recommend moving your custom animations with events to a seperate file, and leave the last line in the _manifest default to:[i]"file" "scripts/hudanimations_tf.txt"[/i] so it is using the default file from the VPK. If there are events (for health/ammo colors) defined in the animation file you load in the manifest [u]before[/u] the _tf file is loaded they will be used instead.

There is no need to mess with the actual default hudanimations_tf file if the manifest is set up correctly.[/quote]
Awesome thanks man!
2284
#2284
0 Frags +

how do i fix this problem: http://steamcommunity.com/id/Muurrpphhyy/screenshot/389923815247781627

how do i fix this problem: http://steamcommunity.com/id/Muurrpphhyy/screenshot/389923815247781627
2285
#2285
2 Frags +

Hello,

I need a help with the new scoreboard layout. Is here a way to increase the column #2 width size? The "name_width" and "name_width_short" don't have any effect on the size of the column.

I'm pretty sure that the column #1 is designed to show rank indicator (not sure).
Also, not quite sure for what the column #3 is used.

Show Content

Thanks.

Hello,

I need a help with the new scoreboard layout. [b]Is here a way to increase the column #2 width size?[/b] The "name_width" and "name_width_short" don't have any effect on the size of the column.

I'm pretty sure that the column #1 is designed to show rank indicator (not sure).
Also, not quite sure for what the column #3 is used.

[spoiler][img]http://i.imgur.com/EJMhHkE.jpg[/img][/spoiler]

Thanks.
2286
#2286
2 Frags +

My "contracts drawer" doesn't work, and has what appears to be missing text. Most people said "update your hud" as the solution. However, I'm the marker if my hud. It's just a stock TF2 hud with about 10-15 changes to it, but all the changes are basic ones and shouldn't have anythign to do with the contracts drawer. The changes I've done are changes to ammo, hp, 3d hud location and border, crosshair, killfeed, damage numbers, ubercharge meter bar location, and a few other minor things.

Here is a screenshot of my problem: http://steamcommunity.com/sharedfiles/filedetails/?id=578833751

Can anyone tell me what HUD file I need to mess with to fix this?

My "contracts drawer" doesn't work, and has what appears to be missing text. Most people said "update your hud" as the solution. However, I'm the marker if my hud. It's just a stock TF2 hud with about 10-15 changes to it, but all the changes are basic ones and shouldn't have anythign to do with the contracts drawer. The changes I've done are changes to ammo, hp, 3d hud location and border, crosshair, killfeed, damage numbers, ubercharge meter bar location, and a few other minor things.

Here is a screenshot of my problem: http://steamcommunity.com/sharedfiles/filedetails/?id=578833751

Can anyone tell me what HUD file I need to mess with to fix this?
2287
#2287
2 Frags +
dollarlayerCan anyone tell me what HUD file I need to mess with to fix this?

You need to update /scripts/hudanimations_tf.txt.

[quote=dollarlayer]Can anyone tell me what HUD file I need to mess with to fix this?[/quote]
You need to update [i]/scripts/hudanimations_tf.txt[/i].
2288
#2288
1 Frags +
EnieredollarlayerCan anyone tell me what HUD file I need to mess with to fix this?You need to update /scripts/hudanimations_tf.txt.

Edit: Thanks, I updated that file. It allows me now to go into the contract and decode it, but the bottom buttons are still not working. There must have been other files that need updating... Hudlayout.res maybe?

Edit 2: The file that I needed to edit to correct the problem was clientscheme.res

Now its fixed.

[quote=Eniere][quote=dollarlayer]Can anyone tell me what HUD file I need to mess with to fix this?[/quote]
You need to update [i]/scripts/hudanimations_tf.txt[/i].[/quote]

Edit: Thanks, I updated that file. It allows me now to go into the contract and decode it, but the bottom buttons are still not working. There must have been other files that need updating... Hudlayout.res maybe?

Edit 2: The file that I needed to edit to correct the problem was clientscheme.res

Now its fixed.
2289
#2289
whitelist.tf
1 Frags +
EniereI need a help with the new scoreboard layout. Is here a way to increase the column #2 width size? The "name_width" and "name_width_short" don't have any effect on the size of the column.

I'm pretty sure that the column #1 is designed to show rank indicator (not sure).
Also, not quite sure for what the column #3 is used.

Open and copy from the the default file the following and add it to RedPlayerList & BluePlayerList

"show_columns" "1"

This will make a grid for the columns show up to possibly figure out what does what. My guess for the 3rd column is that they're used for domination icons and killstreak + killstreak icon.

[quote=Eniere]I need a help with the new scoreboard layout. [b]Is here a way to increase the column #2 width size?[/b] The "name_width" and "name_width_short" don't have any effect on the size of the column.

I'm pretty sure that the column #1 is designed to show rank indicator (not sure).
Also, not quite sure for what the column #3 is used.[/quote]
Open and copy from the the [url=https://github.com/MFSTATE/tf2basehud/blob/master/resource/ui/scoreboard.res]default file[/url] the following and add it to [i]RedPlayerList[/i] & [i]BluePlayerList[/i]
[code]"show_columns" "1"[/code]
This will make a grid for the columns show up to possibly figure out what does what. My guess for the [url=http://i.imgur.com/c6L8DqN.jpg]3rd column[/url] is that they're used for domination icons and killstreak + killstreak icon.
2290
#2290
3 Frags +
WiethoofdOpen and copy from the the default file the following and add it to RedPlayerList & BluePlayerList
"show_columns" "1"
This will make a grid for the columns show up to possibly figure out what does what. My guess for the 3rd column is that they're used for domination icons and killstreak + killstreak icon.

Yes, thanks, I did it a hour ago, so now I know what mean all of these columns (nvm about #8, this is for dominations as you said):

Show Content

But still can't find how to edit player name width. Also, is there a way to remove background filling under the table lines?

[quote=Wiethoofd]Open and copy from the the [url=https://github.com/MFSTATE/tf2basehud/blob/master/resource/ui/scoreboard.res]default file[/url] the following and add it to [i]RedPlayerList[/i] & [i]BluePlayerList[/i]
[code]"show_columns" "1"[/code]
This will make a grid for the columns show up to possibly figure out what does what. My guess for the [url=http://i.imgur.com/c6L8DqN.jpg]3rd column[/url] is that they're used for domination icons and killstreak + killstreak icon.[/quote]
Yes, thanks, I did it a hour ago, so now I know what mean all of these columns (nvm about #8, this is for dominations as you said):
[spoiler][img]http://i.imgur.com/TPraKTU.jpg[/img][/spoiler]

[s]But still can't find how to edit player name width[/s]. Also, is there a way to [b]remove background filling[/b] under the table lines?
2291
#2291
2 Frags +
haikufortressNew update has messed up loadout menu, the description when you hover over has shifted to the right so you can't see the whole description.

Is there a fix?

+1

[quote=haikufortress]New update has messed up loadout menu, the description when you hover over has shifted to the right so you can't see the whole description.

Is there a fix?[/quote]
+1
2292
#2292
0 Frags +

Today I fixed the trade up animation not showing with my hud but when i opened a crate this happened.
This is what i copied in my HudAnimations_tf.txt:

Show Content
event QuestNotification_Present
{
Animate MainContainer Position "r0 94" Deaccel 0 0
Animate MainContainer Position "r115 94" Deaccel 0.01 0.4
}

event QuestNotification_Hide
{
Animate MainContainer Position "r115 94" Deaccel 0 0
Animate MainContainer Position "r0 94" Deaccel 0.01 0.4
}

event ItemCard_ShowPinHint
{
Animate PinLabel Position "0 -20" Deaccel 0 0

Animate PinLabel FgColor "TanLight" Linear 0.2 0
Animate PinLabel Position "0 0" Deaccel 0.2 0.2
}

event ItemCard_HidePinHint
{
Animate PinLabel Position "0 5" Deaccel 0 0.3

Animate PinLabel Position "0 -20" Accel 0.3 0.1
}

event ItemCard_ShowCloseButton
{
Animate CloseButton Position "-8 -68" Deaccel 0 0.3

Animate CloseButton Position "-8 -68" Accel 0.3 0.1
}

event ItemCard_HideCloseButton
{
Animate CloseButton Position "-30 -90" Deaccel 0 0.0
}

event QuestItem_StaticPhoto_Reveal
{
Animate StaticPhoto Alpha "0" Accel 0 2
}

event HideStamp
{
SetVisible ApplyStampButton 0 0
}

event CollectionCrafting_Intro
{
// Reset
SetVisible ApplyStampButton 0 0
SetVisible Stamp 0 0
Animate Stamp xpos c140 Accel 0 0
Animate DrawingPanel xpos c0 Accel 0 0
Animate DrawingPanel wide 0 Accel 0 0
Animate LetterFront xpos c0 Accel 0 0
Animate LetterFront wide 0 Accel 0 0
Animate LetterBack_Top xpos c-250 Accel 0 0
Animate LetterBack_Top ypos 400 Accel 0 0
Animate LetterBack_Top wide 500 Accel 0 0
Animate LetterBack_Bottom xpos c-250 Accel 0 0
Animate LetterBack_Bottom ypos 400 Accel 0 0
Animate LetterBack_Bottom wide 500 Accel 0 0
Animate LetterBack_Flap xpos c-250 Accel 0 0
Animate LetterBack_Flap ypos 400 Accel 0 0
Animate LetterBack_Flap wide 500 Accel 0 0
Animate LetterBack_Flap tall 0 Deaccel 0.6 0.4
Animate LetterBack_Top ypos 400 Accel 0 0
SetVisible ReturnModel 0 0
Animate SendEvelopeButton ypos 280 Accel 0 0
SetVisible SendEvelopeButton 0 0
SetVisible ResponseTimeout 0 0
SetVisible WaitingForResponse 0 0

SetVisible ShowExplanationsButton1 1 0
SetVisible ShowExplanationsButton2 0 0
Animate TradeUpContainer wide 800 Accel 0 0

// Slide paper down
Animate TradeUpContainer Position "0 60" Deaccel 0 0.3

// Slider BG up
Animate BG Position "0 34" Deaccel 0 0.3

// Fade dimmer down
Animate Dimmer Alpha "255" Linear 0 0.4
}

event CollectionCrafting_LetterStart
{
// Slide envelope up
FireCommand 0.0 "playsound ui/trade_up_envelope_slide_in.wav"
Animate LetterBack_Bottom ypos 60 Deaccel 0 0.3
Animate LetterBack_Flap ypos 60 Deaccel 0 0.3
Animate LetterBack_Top ypos 60 Deaccel 0 0.3
SetVisible ShowExplanationsButton1 0 0

// Close flap
FireCommand 0.3 "playsound ui/trade_up_envelope_fold.wav"
Animate LetterBack_Flap tall 250 Deaccel 0.4 0.2

// Start Flip
FireCommand 0.8 "playsound ui/trade_up_envelope_spin.wav"
Animate TradeUpContainer wide 0 Accel 0.8 0
Animate LetterBack_Bottom wide 0 Accel 0.8 0.2
Animate LetterBack_Bottom xpos c0 Accel 0.8 0.2
Animate LetterBack_Flap wide 0 Accel 0.8 0.2
Animate LetterBack_Flap xpos c0 Accel 0.8 0.2
Animate LetterBack_Top wide 0 Accel 0.8 0.2
Animate LetterBack_Top xpos c0 Accel 0.8 0.2

// End Flips
Animate LetterFront xpos c-250 Deaccel 1.0 0.2
Animate LetterFront wide 500 Deaccel 1.0 0.2
Animate DrawingPanel xpos c-250 Deaccel 1.0 0.2
Animate DrawingPanel wide 500 Deaccel 1.0 0.2
SetVisible ApplyStampButton 1 1.3
SetVisible ShowExplanationsButton2 1 1.3
}

event CollectionCrafting_PlaceStamp
{
SetVisible Stamp 1 0
SetVisible ApplyStampButton 0 0
FireCommand 0 "playsound ui/trade_up_apply_stamp.wav"
}

event CollectionCrafting_LetterSend
{
SetVisible ShowExplanationsButton2 0 0
SetVisible SendEvelopeButton 0 0
Animate Stamp xpos c70 Deaccel 0 0.3
Animate LetterFront xpos c-320 Deaccel 0 0.3
Animate DrawingPanel xpos c-320 Deaccel 0 0.3

RunEventChild BehindItemParticlePanel PlayEnvelopSendParticles 0.3
Animate Stamp xpos 1120 Accel 0.3 0.2
Animate LetterFront xpos 1000 Accel 0.3 0.2
Animate DrawingPanel xpos 1000 Accel 0.3 0.2
SetVisible CloseButton 0 0
FireCommand 0.2 "playsound ui/trade_up_envelope_slide_out.wav"
}

event PlayNewItemParticles
{
FireCommand 0 "start0"
}

event PlayCrateSmashParticles
{
FireCommand 0 "start1"
}

event PlayEnvelopSendParticles
{
FireCommand 0 "start2"
}

event ShowFoundLabels
{
Animate YouTradedForLabel alpha 0 Linear 0 0
Animate ItemName alpha 0 Linear 0 0

Animate YouTradedForLabel alpha 255 Linear 3 1
Animate ItemName alpha 255 Linear 3 1
}

event CollectionCrafting_ItemRecieved
{
RunEventChild NewItemPanel ShowFoundLabels 0
FireCommand 0 "playcratesequence1"
SetVisible NewItemPanel 0 0
SetVisible ReturnModel 1 0.05
RunEventChild BehindItemParticlePanel PlayCrateSmashParticles 0.2

FireCommand 0 "playsound ui/trade_up_crate_smash.wav"

SetVisible NewItemPanel 1 1.5
SetVisible CloseButton 1 1.5

FireCommand 2.1 "playcratesequence2"
RunEventChild BehindItemParticlePanel PlayNewItemParticles 1.5

FireCommand 1.0 "playsound ../player/taunt_medic_heroic.wav"
}

event CollectionCrafting_OKBlink_Repeatable
{
Animate OkButton FgColor Red Linear 0 0.1
Animate OkButton FgColor TanLight Linear 0.1 0.1
}

event CollectionCrafting_OKBlink
{
RunEvent CollectionCrafting_OKBlink_Repeatable 0
RunEvent CollectionCrafting_OKBlink_Repeatable 0.2
RunEvent CollectionCrafting_OKBlink_Repeatable 0.4
RunEvent CollectionCrafting_OKBlink_Repeatable 0.6
}

event CollectionCrafting_ShowSendButton
{
SetVisible SendEvelopeButton 1 0
Animate SendEvelopeButton ypos 320 Deaccel 0 0.5
}

event CollectionCrafting_ShowWaiting
{
SetVisible WaitingForResponse 1 0
}

event CollectionCrafting_HideWaiting
{
SetVisible WaitingForResponse 0 0
}

event CollectionCrafting_ShowFailure
{
SetVisible ResponseTimeout 1 0
SetVisible CloseButton 1 0
}
event CollectionCrafting_WaitForItemsOnly
{
// Set Everything Invisible
SetVisible ReturnModel 0 0
SetVisible SendEvelopeButton 0 0
SetVisible ResponseTimeout 0 0
SetVisible WaitingForResponse 0 0
SetVisible ShowExplanationsButton1 0 0
SetVisible ShowExplanationsButton2 0 0
SetVisible ShowExplanationsButton2 0 0
SetVisible SendEvelopeButton 0 0
SetVisible CloseButton 0 0

SetVisible ApplyStampButton 0 0
SetVisible Stamp 0 0
Animate Stamp xpos c140 Accel 0 0
Animate DrawingPanel xpos c0 Accel 0 0
Animate DrawingPanel wide 0 Accel 0 0
Animate LetterFront xpos c0 Accel 0 0
Animate LetterFront wide 0 Accel 0 0
Animate LetterBack_Top xpos c-250 Accel 0 0
Animate LetterBack_Top ypos 400 Accel 0 0
Animate LetterBack_Top wide 500 Accel 0 0
Animate LetterBack_Bottom xpos c-250 Accel 0 0
Animate LetterBack_Bottom ypos 400 Accel 0 0
Animate LetterBack_Bottom wide 500 Accel 0 0
Animate LetterBack_Flap xpos c-250 Accel 0 0
Animate LetterBack_Flap ypos 400 Accel 0 0
Animate LetterBack_Flap wide 500 Accel 0 0
Animate LetterBack_Flap tall 0 Deaccel 0.6 0.4
Animate LetterBack_Top ypos 400 Accel 0 0

// Slider BG up
Animate BG Position "0 34" Deaccel 0 0.3

// Fade dimmer down
Animate Dimmer Alpha "255" Linear 0 0.4
}

Any idea how to fix this?

Today I fixed the trade up animation not showing with my hud but when i opened a crate [url=http://images.akamai.steamusercontent.com/ugc/388797915342444701/E43E97A36E9270F3E7B1AA21253662BC01166BF6/]this[/url] happened.
This is what i copied in my HudAnimations_tf.txt:
[spoiler]event QuestNotification_Present
{
Animate MainContainer Position "r0 94" Deaccel 0 0
Animate MainContainer Position "r115 94" Deaccel 0.01 0.4
}

event QuestNotification_Hide
{
Animate MainContainer Position "r115 94" Deaccel 0 0
Animate MainContainer Position "r0 94" Deaccel 0.01 0.4
}

event ItemCard_ShowPinHint
{
Animate PinLabel Position "0 -20" Deaccel 0 0

Animate PinLabel FgColor "TanLight" Linear 0.2 0
Animate PinLabel Position "0 0" Deaccel 0.2 0.2
}

event ItemCard_HidePinHint
{
Animate PinLabel Position "0 5" Deaccel 0 0.3

Animate PinLabel Position "0 -20" Accel 0.3 0.1
}

event ItemCard_ShowCloseButton
{
Animate CloseButton Position "-8 -68" Deaccel 0 0.3

Animate CloseButton Position "-8 -68" Accel 0.3 0.1
}

event ItemCard_HideCloseButton
{
Animate CloseButton Position "-30 -90" Deaccel 0 0.0
}

event QuestItem_StaticPhoto_Reveal
{
Animate StaticPhoto Alpha "0" Accel 0 2
}

event HideStamp
{
SetVisible ApplyStampButton 0 0
}

event CollectionCrafting_Intro
{
// Reset
SetVisible ApplyStampButton 0 0
SetVisible Stamp 0 0
Animate Stamp xpos c140 Accel 0 0
Animate DrawingPanel xpos c0 Accel 0 0
Animate DrawingPanel wide 0 Accel 0 0
Animate LetterFront xpos c0 Accel 0 0
Animate LetterFront wide 0 Accel 0 0
Animate LetterBack_Top xpos c-250 Accel 0 0
Animate LetterBack_Top ypos 400 Accel 0 0
Animate LetterBack_Top wide 500 Accel 0 0
Animate LetterBack_Bottom xpos c-250 Accel 0 0
Animate LetterBack_Bottom ypos 400 Accel 0 0
Animate LetterBack_Bottom wide 500 Accel 0 0
Animate LetterBack_Flap xpos c-250 Accel 0 0
Animate LetterBack_Flap ypos 400 Accel 0 0
Animate LetterBack_Flap wide 500 Accel 0 0
Animate LetterBack_Flap tall 0 Deaccel 0.6 0.4
Animate LetterBack_Top ypos 400 Accel 0 0
SetVisible ReturnModel 0 0
Animate SendEvelopeButton ypos 280 Accel 0 0
SetVisible SendEvelopeButton 0 0
SetVisible ResponseTimeout 0 0
SetVisible WaitingForResponse 0 0

SetVisible ShowExplanationsButton1 1 0
SetVisible ShowExplanationsButton2 0 0
Animate TradeUpContainer wide 800 Accel 0 0

// Slide paper down
Animate TradeUpContainer Position "0 60" Deaccel 0 0.3

// Slider BG up
Animate BG Position "0 34" Deaccel 0 0.3

// Fade dimmer down
Animate Dimmer Alpha "255" Linear 0 0.4
}

event CollectionCrafting_LetterStart
{
// Slide envelope up
FireCommand 0.0 "playsound ui/trade_up_envelope_slide_in.wav"
Animate LetterBack_Bottom ypos 60 Deaccel 0 0.3
Animate LetterBack_Flap ypos 60 Deaccel 0 0.3
Animate LetterBack_Top ypos 60 Deaccel 0 0.3
SetVisible ShowExplanationsButton1 0 0

// Close flap
FireCommand 0.3 "playsound ui/trade_up_envelope_fold.wav"
Animate LetterBack_Flap tall 250 Deaccel 0.4 0.2

// Start Flip
FireCommand 0.8 "playsound ui/trade_up_envelope_spin.wav"
Animate TradeUpContainer wide 0 Accel 0.8 0
Animate LetterBack_Bottom wide 0 Accel 0.8 0.2
Animate LetterBack_Bottom xpos c0 Accel 0.8 0.2
Animate LetterBack_Flap wide 0 Accel 0.8 0.2
Animate LetterBack_Flap xpos c0 Accel 0.8 0.2
Animate LetterBack_Top wide 0 Accel 0.8 0.2
Animate LetterBack_Top xpos c0 Accel 0.8 0.2

// End Flips
Animate LetterFront xpos c-250 Deaccel 1.0 0.2
Animate LetterFront wide 500 Deaccel 1.0 0.2
Animate DrawingPanel xpos c-250 Deaccel 1.0 0.2
Animate DrawingPanel wide 500 Deaccel 1.0 0.2
SetVisible ApplyStampButton 1 1.3
SetVisible ShowExplanationsButton2 1 1.3
}

event CollectionCrafting_PlaceStamp
{
SetVisible Stamp 1 0
SetVisible ApplyStampButton 0 0
FireCommand 0 "playsound ui/trade_up_apply_stamp.wav"
}

event CollectionCrafting_LetterSend
{
SetVisible ShowExplanationsButton2 0 0
SetVisible SendEvelopeButton 0 0
Animate Stamp xpos c70 Deaccel 0 0.3
Animate LetterFront xpos c-320 Deaccel 0 0.3
Animate DrawingPanel xpos c-320 Deaccel 0 0.3

RunEventChild BehindItemParticlePanel PlayEnvelopSendParticles 0.3
Animate Stamp xpos 1120 Accel 0.3 0.2
Animate LetterFront xpos 1000 Accel 0.3 0.2
Animate DrawingPanel xpos 1000 Accel 0.3 0.2
SetVisible CloseButton 0 0
FireCommand 0.2 "playsound ui/trade_up_envelope_slide_out.wav"
}

event PlayNewItemParticles
{
FireCommand 0 "start0"
}

event PlayCrateSmashParticles
{
FireCommand 0 "start1"
}

event PlayEnvelopSendParticles
{
FireCommand 0 "start2"
}

event ShowFoundLabels
{
Animate YouTradedForLabel alpha 0 Linear 0 0
Animate ItemName alpha 0 Linear 0 0

Animate YouTradedForLabel alpha 255 Linear 3 1
Animate ItemName alpha 255 Linear 3 1
}

event CollectionCrafting_ItemRecieved
{
RunEventChild NewItemPanel ShowFoundLabels 0
FireCommand 0 "playcratesequence1"
SetVisible NewItemPanel 0 0
SetVisible ReturnModel 1 0.05
RunEventChild BehindItemParticlePanel PlayCrateSmashParticles 0.2

FireCommand 0 "playsound ui/trade_up_crate_smash.wav"

SetVisible NewItemPanel 1 1.5
SetVisible CloseButton 1 1.5

FireCommand 2.1 "playcratesequence2"
RunEventChild BehindItemParticlePanel PlayNewItemParticles 1.5

FireCommand 1.0 "playsound ../player/taunt_medic_heroic.wav"
}

event CollectionCrafting_OKBlink_Repeatable
{
Animate OkButton FgColor Red Linear 0 0.1
Animate OkButton FgColor TanLight Linear 0.1 0.1
}

event CollectionCrafting_OKBlink
{
RunEvent CollectionCrafting_OKBlink_Repeatable 0
RunEvent CollectionCrafting_OKBlink_Repeatable 0.2
RunEvent CollectionCrafting_OKBlink_Repeatable 0.4
RunEvent CollectionCrafting_OKBlink_Repeatable 0.6
}


event CollectionCrafting_ShowSendButton
{
SetVisible SendEvelopeButton 1 0
Animate SendEvelopeButton ypos 320 Deaccel 0 0.5
}

event CollectionCrafting_ShowWaiting
{
SetVisible WaitingForResponse 1 0
}

event CollectionCrafting_HideWaiting
{
SetVisible WaitingForResponse 0 0
}

event CollectionCrafting_ShowFailure
{
SetVisible ResponseTimeout 1 0
SetVisible CloseButton 1 0
}
event CollectionCrafting_WaitForItemsOnly
{
// Set Everything Invisible
SetVisible ReturnModel 0 0
SetVisible SendEvelopeButton 0 0
SetVisible ResponseTimeout 0 0
SetVisible WaitingForResponse 0 0
SetVisible ShowExplanationsButton1 0 0
SetVisible ShowExplanationsButton2 0 0
SetVisible ShowExplanationsButton2 0 0
SetVisible SendEvelopeButton 0 0
SetVisible CloseButton 0 0

SetVisible ApplyStampButton 0 0
SetVisible Stamp 0 0
Animate Stamp xpos c140 Accel 0 0
Animate DrawingPanel xpos c0 Accel 0 0
Animate DrawingPanel wide 0 Accel 0 0
Animate LetterFront xpos c0 Accel 0 0
Animate LetterFront wide 0 Accel 0 0
Animate LetterBack_Top xpos c-250 Accel 0 0
Animate LetterBack_Top ypos 400 Accel 0 0
Animate LetterBack_Top wide 500 Accel 0 0
Animate LetterBack_Bottom xpos c-250 Accel 0 0
Animate LetterBack_Bottom ypos 400 Accel 0 0
Animate LetterBack_Bottom wide 500 Accel 0 0
Animate LetterBack_Flap xpos c-250 Accel 0 0
Animate LetterBack_Flap ypos 400 Accel 0 0
Animate LetterBack_Flap wide 500 Accel 0 0
Animate LetterBack_Flap tall 0 Deaccel 0.6 0.4
Animate LetterBack_Top ypos 400 Accel 0 0

// Slider BG up
Animate BG Position "0 34" Deaccel 0 0.3

// Fade dimmer down
Animate Dimmer Alpha "255" Linear 0 0.4
}[/spoiler]
Any idea how to fix this?
2293
#2293
1 Frags +

I have a new HUD mod I'd like to do (if possible).

With the new medic crossbow update, the need to know ubercharge % while firing arrows is much more important now. Now you can fast arrow build in theoretically as fast as about 17 seconds, but more likely about 25 seconds in most situations. The problem is when you are firing arrows to get uber you don't know your uber %.

Does anyone know how I could show my ubercharge bar when I have my crossbow out? Or if there is a HUD that you know of that already does this maybe I can look at their code.

I have a new HUD mod I'd like to do (if possible).

With the new medic crossbow update, the need to know ubercharge % while firing arrows is much more important now. Now you can fast arrow build in theoretically as fast as about 17 seconds, but more likely about 25 seconds in most situations. The problem is when you are firing arrows to get uber you don't know your uber %.

Does anyone know how I could show my ubercharge bar when I have my crossbow out? Or if there is a HUD that you know of that already does this maybe I can look at their code.
2294
#2294
0 Frags +
HatimIn m0refont, the overhealed HP has two shadows alongside the original health, one has the black color at all times and there's the blue blinking shadow between those two, how do I make a similar one for low HP so when my health is low is has a red shadow alongside it?

I could take a picture if you don't catch my drift.

bump

[quote=Hatim]In m0refont, the overhealed HP has two shadows alongside the original health, one has the black color at all times and there's the blue blinking shadow between those two, how do I make a similar one for low HP so when my health is low is has a red shadow alongside it?

I could take a picture if you don't catch my drift.[/quote]
bump
2295
#2295
1 Frags +
HatimHatimIn m0refont, the overhealed HP has two shadows alongside the original health, one has the black color at all times and there's the blue blinking shadow between those two, how do I make a similar one for low HP so when my health is low is has a red shadow alongside it?

I could take a picture if you don't catch my drift.
bump

It's just a hud animation, there'll be healthshadow1 and healthshadow2, then you just animate them in hudhealthdyingpulse. Just copy the shit from the bonuspulse and paste it into dyingpulse and change the colours to red and the name of the animation obv.

[quote=Hatim][quote=Hatim]In m0refont, the overhealed HP has two shadows alongside the original health, one has the black color at all times and there's the blue blinking shadow between those two, how do I make a similar one for low HP so when my health is low is has a red shadow alongside it?

I could take a picture if you don't catch my drift.[/quote]
bump[/quote]

It's just a hud animation, there'll be healthshadow1 and healthshadow2, then you just animate them in hudhealthdyingpulse. Just copy the shit from the bonuspulse and paste it into dyingpulse and change the colours to red and the name of the animation obv.
2296
#2296
0 Frags +
HatimHatimIn m0refont, the overhealed HP has two shadows alongside the original health, one has the black color at all times and there's the blue blinking shadow between those two, how do I make a similar one for low HP so when my health is low is has a red shadow alongside it?

I could take a picture if you don't catch my drift.
bump

I believe what you're looking for is in ClientScheme.res there's low color 1 and 2, changing one of these to a red color should be your solution, i may be mistaken however.

[quote=Hatim][quote=Hatim]In m0refont, the overhealed HP has two shadows alongside the original health, one has the black color at all times and there's the blue blinking shadow between those two, how do I make a similar one for low HP so when my health is low is has a red shadow alongside it?

I could take a picture if you don't catch my drift.[/quote]
bump[/quote]

I believe what you're looking for is in ClientScheme.res there's low color 1 and 2, changing one of these to a red color should be your solution, i may be mistaken however.
2297
#2297
huds.tf
0 Frags +
dollarlayerI have a new HUD mod I'd like to do (if possible).

With the new medic crossbow update, the need to know ubercharge % while firing arrows is much more important now. Now you can fast arrow build in theoretically as fast as about 17 seconds, but more likely about 25 seconds in most situations. The problem is when you are firing arrows to get uber you don't know your uber %.

Does anyone know how I could show my ubercharge bar when I have my crossbow out? Or if there is a HUD that you know of that already does this maybe I can look at their code.

Not possible. The crossbow isn't attached to the relevant file (hudmediccharge.res) the way the mediguns and melee weapons are.

[quote=dollarlayer]I have a new HUD mod I'd like to do (if possible).

With the new medic crossbow update, the need to know ubercharge % while firing arrows is much more important now. Now you can fast arrow build in theoretically as fast as about 17 seconds, but more likely about 25 seconds in most situations. The problem is when you are firing arrows to get uber you don't know your uber %.

Does anyone know how I could show my ubercharge bar when I have my crossbow out? Or if there is a HUD that you know of that already does this maybe I can look at their code.[/quote]

Not possible. The crossbow isn't attached to the relevant file (hudmediccharge.res) the way the mediguns and melee weapons are.
2298
#2298
0 Frags +
_KermitHatimHatimIn m0refont, the overhealed HP has two shadows alongside the original health, one has the black color at all times and there's the blue blinking shadow between those two, how do I make a similar one for low HP so when my health is low is has a red shadow alongside it?

I could take a picture if you don't catch my drift.
bump

It's just a hud animation, there'll be healthshadow1 and healthshadow2, then you just animate them in hudhealthdyingpulse. Just copy the shit from the bonuspulse and paste it into dyingpulse and change the colours to red and the name of the animation obv.

so I found this in hudanimations_tf.txt

http://puu.sh/m1SLL/d08fa2492c.png

It's already there and looks similar to the hudhealthbonuspulse, I'm not sure what to do next though, never messed with HudAnimations_tf before.

This is the only different text hudhealthdyingpulse doesn't have:

http://puu.sh/m1T1v/d1772b8c78.png

[quote=_Kermit][quote=Hatim][quote=Hatim]In m0refont, the overhealed HP has two shadows alongside the original health, one has the black color at all times and there's the blue blinking shadow between those two, how do I make a similar one for low HP so when my health is low is has a red shadow alongside it?

I could take a picture if you don't catch my drift.[/quote]
bump[/quote]

It's just a hud animation, there'll be healthshadow1 and healthshadow2, then you just animate them in hudhealthdyingpulse. Just copy the shit from the bonuspulse and paste it into dyingpulse and change the colours to red and the name of the animation obv.[/quote]
so I found this in hudanimations_tf.txt
[img]http://puu.sh/m1SLL/d08fa2492c.png[/img]
It's already there and looks similar to the hudhealthbonuspulse, I'm not sure what to do next though, never messed with HudAnimations_tf before.

This is the only different text hudhealthdyingpulse doesn't have:
[img]http://puu.sh/m1T1v/d1772b8c78.png[/img]
2299
#2299
2 Frags +

anyone know how to remove ping from the scoreboard after the update? If I set it to a high value like 1000, it makes the name column short and the class/score columns super close together. Also, is there a way to remove the player list background?

before update:

http://puu.sh/m1Two/d382c5493f.jpg

http://puu.sh/m1Tur/514679ed58.jpg

anyone know how to remove ping from the scoreboard after the update? If I set it to a high value like 1000, it makes the name column short and the class/score columns super close together. Also, is there a way to remove the player list background?

before update:
[img]http://puu.sh/m1Two/d382c5493f.jpg[/img]
[img]http://puu.sh/m1Tur/514679ed58.jpg[/img]
2300
#2300
0 Frags +

how can I move the domination icon over to the right so it doesnt overlap the killstreak icon on the scoreboard?

http://imgur.com/TQxl0vW

how can I move the domination icon over to the right so it doesnt overlap the killstreak icon on the scoreboard?

http://imgur.com/TQxl0vW
2301
#2301
0 Frags +

can someone post the stuff that was added on hudanimations_tf in T B

can someone post the stuff that was added on hudanimations_tf in T B
2302
#2302
1 Frags +
Smesican someone post the stuff that was added on hudanimations_tf in T B

Here you go: https://wiki.teamfortress.com/wiki/December_17,_2015_Patch, then ctrl+f for "Modified: tf/tf2_misc_dir.vpk/scripts/hudanimations_tf.txt" and click on it.

[quote=Smesi]can someone post the stuff that was added on hudanimations_tf in T B[/quote]
Here you go: https://wiki.teamfortress.com/wiki/December_17,_2015_Patch, then [i]ctrl+f[/i] for "[b]Modified: tf/tf2_misc_dir.vpk/scripts/hudanimations_tf.txt[/b]" and click on it.
2303
#2303
0 Frags +
dollarlayerEnieredollarlayerCan anyone tell me what HUD file I need to mess with to fix this?You need to update /scripts/hudanimations_tf.txt.
Edit: Thanks, I updated that file. It allows me now to go into the contract and decode it, but the bottom buttons are still not working. There must have been other files that need updating... Hudlayout.res maybe?

Edit 2: The file that I needed to edit to correct the problem was clientscheme.res

Now its fixed.

What did you add to said files to fix the problem? Nevermind, I didn't read enough.

Widespread_Panichow can I move the domination icon over to the right so it doesnt overlap the killstreak icon on the scoreboard?

http://imgur.com/TQxl0vW

This is a problem I'm also having.
Edit: I managed to fix this. I'm not precisely sure with what, because I did many changes before checking if they worked (oops), but I think it's in the new lines added on the Scoreboard.
https://github.com/MFSTATE/tf2basehud/blob/master/resource/ui/scoreboard.res
Killstreak image width is or the nemesis width, I think. I made mine smaller than it used to be and now it doesn't clip.

[quote=dollarlayer][quote=Eniere][quote=dollarlayer]Can anyone tell me what HUD file I need to mess with to fix this?[/quote]
You need to update [i]/scripts/hudanimations_tf.txt[/i].[/quote]

Edit: Thanks, I updated that file. It allows me now to go into the contract and decode it, but the bottom buttons are still not working. There must have been other files that need updating... Hudlayout.res maybe?

Edit 2: The file that I needed to edit to correct the problem was clientscheme.res

Now its fixed.[/quote]

[s]What did you add to said files to fix the problem?[/s] Nevermind, I didn't read enough.

[quote=Widespread_Panic]how can I move the domination icon over to the right so it doesnt overlap the killstreak icon on the scoreboard?

http://imgur.com/TQxl0vW[/quote]

This is a problem I'm also having.
Edit: I managed to fix this. I'm not precisely sure with what, because I did many changes before checking if they worked (oops), but I think it's in the new lines added on the Scoreboard.
https://github.com/MFSTATE/tf2basehud/blob/master/resource/ui/scoreboard.res
Killstreak image width is or the nemesis width, I think. I made mine smaller than it used to be and now it doesn't clip.
2304
#2304
1 Frags +

Sorry if this has been answered before, but how would I go into enabling / adding the health bar / player name (that shows up when you spec / are dead / when you just spawned) into a hud for which it doesn't work? I'm using a quite old hud, Rad's Hud, I updated some parts but I can't get this to work. I already added the lines in SpectatorTournament.res and the font (from this post), but it had no effect.

Thanks!

Sorry if this has been answered before, but how would I go into enabling / adding the health bar / player name (that shows up when you spec / are dead / when you just spawned) into a hud for which it doesn't work? I'm using a quite old hud, [url=http://puu.sh/m2jF6/5aa0484d13.rar]Rad's Hud[/url], I updated some parts but I can't get this to work. I already added the lines in SpectatorTournament.res and the font (from [url=http://www.teamfortress.tv/post/456799/new-hp-bars-not-working]this post[/url]), but it had no effect.

Thanks!
2305
#2305
2 Frags +
KaptainSorry if this has been answered before, but how would I go into enabling / adding the health bar / player name (that shows up when you spec / are dead / when you just spawned) into a hud for which it doesn't work? I'm using a quite old hud, Rad's Hud, I updated some parts but I can't get this to work. I already added the lines in SpectatorTournament.res and the font (from this post), but it had no effect.

Thanks!

While I don't know exactly what file it is, while I was updating files on my HUD, I managed to add it.
It's somewhere in any of the following from the default of:
https://github.com/MFSTATE/tf2basehud/tree/master/resource/ui/econ added all the tough break files
https://github.com/MFSTATE/tf2basehud/tree/master/resource/ui/quests added all the tough break files
https://github.com/MFSTATE/tf2basehud/blob/master/scripts/hudanimations_tf.txt updated it with all the changes I was missing (used notepad++ to see what mine was missing)
https://github.com/MFSTATE/tf2basehud/blob/master/scripts/hudlayout.res same as above

Sorry I can't help more, but I was incredibly happy to see it suddenly work and that's what got me there.

[quote=Kaptain]Sorry if this has been answered before, but how would I go into enabling / adding the health bar / player name (that shows up when you spec / are dead / when you just spawned) into a hud for which it doesn't work? I'm using a quite old hud, [url=http://puu.sh/m2jF6/5aa0484d13.rar]Rad's Hud[/url], I updated some parts but I can't get this to work. I already added the lines in SpectatorTournament.res and the font (from [url=http://www.teamfortress.tv/post/456799/new-hp-bars-not-working]this post[/url]), but it had no effect.

Thanks![/quote]

While I don't know exactly what file it is, while I was updating files on my HUD, I managed to add it.
It's somewhere in any of the following from the default of:
https://github.com/MFSTATE/tf2basehud/tree/master/resource/ui/econ added all the tough break files
https://github.com/MFSTATE/tf2basehud/tree/master/resource/ui/quests added all the tough break files
https://github.com/MFSTATE/tf2basehud/blob/master/scripts/hudanimations_tf.txt updated it with all the changes I was missing (used notepad++ to see what mine was missing)
https://github.com/MFSTATE/tf2basehud/blob/master/scripts/hudlayout.res same as above

Sorry I can't help more, but I was incredibly happy to see it suddenly work and that's what got me there.
2306
#2306
2 Frags +

I didn't know anything had to be changed to hudlayout.res to enable the health bars, so I just searched in the hudlayout.res you linked and copy-pasted the "HudSpectatorExtras" into my hudlayout.res, and it works now, thanks!

	HudSpectatorExtras
	{
		"fieldName" "HudSpectatorExtras"
		"visible" "1"
		"enabled" "1"
		"xpos"	"0"
		"ypos"	"0"
		"wide"	"f0"
		"tall"	"f0"
	}
I didn't know anything had to be changed to hudlayout.res to enable the health bars, so I just searched in the hudlayout.res you linked and copy-pasted the "HudSpectatorExtras" into my hudlayout.res, and it works now, thanks!

[code] HudSpectatorExtras
{
"fieldName" "HudSpectatorExtras"
"visible" "1"
"enabled" "1"
"xpos" "0"
"ypos" "0"
"wide" "f0"
"tall" "f0"
}[/code]
2307
#2307
1 Frags +

Does anyone know how to implement damage numbers from another HUD? I'd like to use flatHUD damage numbers on a custom HUD i'm currently working on, but have no clue on how to do it.

Does anyone know how to implement damage numbers from another HUD? I'd like to use flatHUD damage numbers on a custom HUD i'm currently working on, but have no clue on how to do it.
2308
#2308
0 Frags +

Hey there. Could anybody help me out with adding a team colored dot in the center of the screen when damage is dealt? I am using updated RiceHUD. No screenies or links, I'm on mobile, sorry :P

Hey there. Could anybody help me out with adding a team colored dot in the center of the screen when damage is dealt? I am using updated RiceHUD. No screenies or links, I'm on mobile, sorry :P
2309
#2309
0 Frags +

For some reason, when I use the loose cannon, I can't see my reserve ammo or my crosshair. They both work for every other weapon and slot, but just that single weapon makes both disappear.

For some reason, when I use the loose cannon, I can't see my reserve ammo or my crosshair. They both work for every other weapon and slot, but just that single weapon makes both disappear.
2310
#2310
0 Frags +
FUNKeFor some reason, when I use the loose cannon, I can't see my reserve ammo or my crosshair. They both work for every other weapon and slot, but just that single weapon makes both disappear.

Are you using the no explosion script, I know that can fuck up your game pretty bad

[quote=FUNKe]For some reason, when I use the loose cannon, I can't see my reserve ammo or my crosshair. They both work for every other weapon and slot, but just that single weapon makes both disappear.[/quote]

Are you using the no explosion script, I know that can fuck up your game pretty bad
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