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HUD editing: short questions, quick answers
posted in Customization
2491
#2491
whitelist.tf
2 Frags +
StaticVoidMR_SLINbut my MvM hud doesn't have a hud thingy to ready up (which is causing an issue when I'm trying to see ready statuses in PugChamp)if you can't see ready up panels, then your issue is most likely in HudTournamentSetup.res or HudTournament.res

The Tournament Setup is the one that 'drops down' when pressing F4 in mp_tournament 1 to change team names and change ready status, the HudTournament is the one with the player panels in MvM and with mp_tournament_readymode 2

so you might have to start from the default files.

I would suggest the same, or at least 'compare' and duplicate your original changes to a fresh file extracted from the VPKs or taken from here.

[quote=StaticVoid][quote=MR_SLIN]but my MvM hud doesn't have a hud thingy to ready up (which is causing an issue when I'm trying to see ready statuses in PugChamp)[/quote]
if you can't see ready up panels, then your issue is most likely in [s]HudTournamentSetup.res[/s] or HudTournament.res[/quote]
The Tournament Setup is the one that 'drops down' when pressing F4 in mp_tournament 1 to change team names and change ready status, the HudTournament is the one with the player panels in MvM and with [i]mp_tournament_readymode 2[/i]
[quote]so you might have to start from the default files.[/quote]
I would suggest the same, or at least 'compare' and duplicate your original changes to a fresh file extracted from the VPKs or taken from [url=https://github.com/MFSTATE/tf2basehud/blob/master/resource/ui/hudtournament.res]here[/url].
2492
#2492
0 Frags +

How can I get my effect meter from http://i.imgur.com/bajFr1j.jpg
to http://i.imgur.com/HlevlY2.jpg

How can I get my effect meter from http://i.imgur.com/bajFr1j.jpg
to http://i.imgur.com/HlevlY2.jpg
2493
#2493
3 Frags +

Thanks guys :D you're the best

Thanks guys :D you're the best
2494
#2494
0 Frags +

Thank you, Wiethoofd. I was able to fix the vaccinator issue.

Here's a screenshot: http://imgur.com/SpI5VCi

In the above image, the Currently Healing health cross is clipped off by something. I tried messing with hudlayout.res, targetid.res, and spectatorguihealth.res but I couldn't figure out what was causing that. Similarly, the health cross above the player is also clipped off. What parameters controls the invisible box above the player's head and around the targetID?

WiethoofdIn TargetID find spectatorguihealth and change "HealthBonusPosAdj" to it's default value of 10 and the HealthDeathWarning to 0.49 and see if this improves the issue.

Both of these were already set to default. I can't figure out why the overheal health cross above the player's head is behaving differently from targetID.

If it helps, here are my .res files:

TargetID.res

Show Content
{
"TargetIDBG"
{
"ControlName" "CTFImagePanel"
"fieldName" "TargetIDBG"
"xpos" "03"
"ypos" "-24"
"zpos" "-1"
"wide" "252"
"tall" "24"
"autoResize" "0"
"pinCorner" "0"
"visible" "1"
"enabled" "1"
"image" "../hud/color_panel_brown"
"scaleImage" "1"
"teambg_1" "../hud/color_panel_brown"
"teambg_2" "../hud/color_panel_red"
"teambg_3" "../hud/color_panel_blu"

"src_corner_height" "40"
"src_corner_width" "40"
"draw_corner_width" "0"
"draw_corner_height" "0"
}
"TargetIDBG_Spec_Blue"
{
"ControlName" "CTFImagePanel"
"fieldName" "TargetIDBG_Spec_blue"
"xpos" "03"
"ypos" "-24"
"zpos" "-1"
"wide" "252"
"tall" "80"
"autoResize" "1"
"pinCorner" "0"
"visible" "0"
"enabled" "1"
"image" "../hud/color_panel_blu"
"scaleImage" "1"

"src_corner_height" "40"
"src_corner_width" "40"
"draw_corner_width" "0"
"draw_corner_height" "0"
}
"TargetIDBG_Black_Bar"
{
"ControlName" "ImagePanel"
"fieldName" "TargetIDBG_Black_Bar"
"xpos" "03"
"ypos" "5"
"zpos" "0"
"wide" "350"
"tall" "14" //"14"
"autoResize" "0"
"pinCorner" "0"
"visible" "1"
"enabled" "1"
"fillcolor" "0 0 0 200"
"PaintBackgroundType" "0"
}
"TargetIDBG_Spec_Red"
{
"ControlName" "CTFImagePanel"
"fieldName" "TargetIDBG_Spec_red"
"xpos" "03"
"ypos" "-24"
"zpos" "-1"
"wide" "252"
"tall" "8"
"autoResize" "1"
"pinCorner" "0"
"visible" "0"
"enabled" "1"
"image" "../hud/color_panel_red"
"scaleImage" "1"

"src_corner_height" "40"
"src_corner_width" "40"
"draw_corner_width" "0"
"draw_corner_height" "0"
}

"TargetNameLabel"
{
"ControlName" "CExLabel"
"fieldName" "TargetNameLabel"
"font" "default"
"xpos" "55"
"ypos" "7"
"zpos" "1"
"wide" "640"
"tall" "10"
"autoResize" "0"
"pinCorner" "0"
"visible" "1"
"enabled" "1"
"labelText" "%targetname%"
"textAlignment" "North-West"
"dulltext" "0"
"brighttext" "0"
"fgcolor" "220 220 220 255"
//"fgcolor" "white"
}
"TargetDataLabel"
{
"ControlName" "CExLabel"
"fieldName" "TargetDataLabel"
"font" "DefaultSmallShadow"
"xpos" "55"
"ypos" "19"
"zpos" "1"
"wide" "280"
"tall" "10"
"autoResize" "0"
"pinCorner" "0"
"visible" "1"
"enabled" "1"
"labelText" "%targetdata%"
"textAlignment" "Left"
"dulltext" "0"
"brighttext" "0"
"fgcolor" "150 250 150 255"
}
"SpectatorGUIHealth"
{
"ControlName" "EditablePanel"
"fieldName" "SpectatorGUIHealth"
"xpos" "10" //"-20"
"zpos" "1"
"ypos" "-10"
"wide" "90" //"60"
"tall" "200" //"200"
"visible" "1"
"enabled" "1"
"HealthBonusPosAdj" "10"
"HealthDeathWarning" "0.49"
"TFFont" "HudFontSmall"
"HealthDeathWarningColor" "HUDDeathWarning"
"TextColor" "Hudoffwhite"

SpectatorGUIHealth.res

Show Content
{
"PlayerStatusHealthImage"
{
"ControlName" "ImagePanel"
"fieldName" "PlayerStatusHealthImage"
"xpos" "5"
"ypos" "10"
"zpos" "4"
"wide" "25"
"tall" "25"
"visible" "1"
"enabled" "1"
"scaleImage" "1"
}
"PlayerStatusHealthImageBG"
{
"ControlName" "ImagePanel"
"fieldName" "PlayerStatusHealthImageBG"
"xpos" "4"
"ypos" "9"
"zpos" "3"
"wide" "27" //2 greather than above ^
"tall" "27"
"visible" "1"
"enabled" "1"
"image" "../hud/health_bg"
"scaleImage" "1"
}
"BuildingStatusHealthImageBG"
{
"ControlName" "ImagePanel"
"fieldName" "BuildingStatusHealthImageBG"
"xpos" "8"
"ypos" "7"
"zpos" "2"
"wide" "19"
"tall" "19"
"visible" "1"
"enabled" "1"
"image" "../hud/health_equip_bg"
"scaleImage" "1"
}
"PlayerStatusHealthBonusImage"
{
"ControlName" "ImagePanel"
"fieldName" "PlayerStatusHealthBonusImage"
"xpos" "5" //"12"
"ypos" "10" //"12"
"zpos" "3"
"wide" "25"
"tall" "25"
"visible" "0"
"enabled" "1"
"image" "../hud/health_over_bg"
"scaleImage" "1"
}
"PlayerStatusHealthValueSpec"
{
"ControlName" "CExLabel"
"fieldName" "PlayerStatusHealthValueSpec"
"xpos" "37"
"ypos" "10" //"14"
"zpos" "6"
"wide" "55"
"tall" "24"
"visible" "1"
"enabled" "1"
"labeltext" "%Health%"
"textAlignment" "west"
"font" "hudfontmediumbold"
"fgcolor" "white"
}
"PlayerStatusHealthValueSpecShadow"
{
"ControlName" "CExLabel"
"fieldName" "PlayerStatusHealthValueSpecShadow"
"xpos" "38"
"ypos" "11" //"15"
"zpos" "5"
"wide" "56"
"tall" "24"
"visible" "1"
"enabled" "1"
"fgcolor" "0 0 0 255"
"labeltext" "%Health%"
"textAlignment" "west"
"font" "hudfontmediumbold"
}
"PlayerStatusPlayerLevel"
{
"ControlName" "CExLabel"
"fieldName" "PlayerStatusPlayerLevel"
"xpos" "26"
"xpos_minmode" "0"
"ypos" "9"
"zpos" "5"
"wide" "16"
"tall" "12"
"visible" "0"
"enabled" "1"
"textAlignment" "center"
"font" "ScoreboardVerySmall"
"fgcolor" "TFOrange"
}
}

HudLayout.res

Show Content
CMainTargetID
{
"fieldName" "CMainTargetID"
"visible" "0"
"enabled" "1"
"xpos" "c-126"
"ypos" "300"
"wide" "700" //400
"tall" "30" //"30"
"priority" "40"

if_vr
{
"ypos" "355"
"x_offset" "20"
}
}

CSecondaryTargetID
{
"fieldName" "CSecondaryTargetID"
"visible" "0"
"enabled" "1"
"xpos" "c-126"
"ypos" "350"
"wide" "252" //"252"
"tall" "40" //30
"priority" "35"
"zpos" "1"

if_vr
{
"ypos" "385"
"x_offset" "20"
}
}

CSpectatorTargetID
{
"fieldName" "CSpectatorTargetID"
"visible" "0"
"enabled" "1"
"xpos" "c-126"
"ypos" "300"
"wide" "252"
"tall" "30"
"priority" "40"
"zpos" "10"

//"x_offset" "20"
//"y_offset" "20"
}

Again, I'm using E.V.E. HUD

EDIT: After trying it with the default HUD, the same issue with the overheal cross arises. Even in the default HUD, the overheal cross above the player's head doesn't change size.

Thank you, Wiethoofd. I was able to fix the vaccinator issue.

Here's a screenshot: http://imgur.com/SpI5VCi

In the above image, the Currently Healing health cross is clipped off by something. I tried messing with hudlayout.res, targetid.res, and spectatorguihealth.res but I couldn't figure out what was causing that. Similarly, the health cross above the player is also clipped off. What parameters controls the invisible box above the player's head and around the targetID?

[quote=Wiethoofd]
In TargetID find spectatorguihealth and change [i]"HealthBonusPosAdj"[/i] to it's default value of 10 and the [i]HealthDeathWarning[/i] to 0.49 and see if this improves the issue.
[/quote]

Both of these were already set to default. I can't figure out why the overheal health cross above the player's head is behaving differently from targetID.

If it helps, here are my .res files:

TargetID.res
[spoiler]{
"TargetIDBG"
{
"ControlName" "CTFImagePanel"
"fieldName" "TargetIDBG"
"xpos" "03"
"ypos" "-24"
"zpos" "-1"
"wide" "252"
"tall" "24"
"autoResize" "0"
"pinCorner" "0"
"visible" "1"
"enabled" "1"
"image" "../hud/color_panel_brown"
"scaleImage" "1"
"teambg_1" "../hud/color_panel_brown"
"teambg_2" "../hud/color_panel_red"
"teambg_3" "../hud/color_panel_blu"

"src_corner_height" "40"
"src_corner_width" "40"
"draw_corner_width" "0"
"draw_corner_height" "0"
}
"TargetIDBG_Spec_Blue"
{
"ControlName" "CTFImagePanel"
"fieldName" "TargetIDBG_Spec_blue"
"xpos" "03"
"ypos" "-24"
"zpos" "-1"
"wide" "252"
"tall" "80"
"autoResize" "1"
"pinCorner" "0"
"visible" "0"
"enabled" "1"
"image" "../hud/color_panel_blu"
"scaleImage" "1"

"src_corner_height" "40"
"src_corner_width" "40"
"draw_corner_width" "0"
"draw_corner_height" "0"
}
"TargetIDBG_Black_Bar"
{
"ControlName" "ImagePanel"
"fieldName" "TargetIDBG_Black_Bar"
"xpos" "03"
"ypos" "5"
"zpos" "0"
"wide" "350"
"tall" "14" //"14"
"autoResize" "0"
"pinCorner" "0"
"visible" "1"
"enabled" "1"
"fillcolor" "0 0 0 200"
"PaintBackgroundType" "0"
}
"TargetIDBG_Spec_Red"
{
"ControlName" "CTFImagePanel"
"fieldName" "TargetIDBG_Spec_red"
"xpos" "03"
"ypos" "-24"
"zpos" "-1"
"wide" "252"
"tall" "8"
"autoResize" "1"
"pinCorner" "0"
"visible" "0"
"enabled" "1"
"image" "../hud/color_panel_red"
"scaleImage" "1"

"src_corner_height" "40"
"src_corner_width" "40"
"draw_corner_width" "0"
"draw_corner_height" "0"
}

"TargetNameLabel"
{
"ControlName" "CExLabel"
"fieldName" "TargetNameLabel"
"font" "default"
"xpos" "55"
"ypos" "7"
"zpos" "1"
"wide" "640"
"tall" "10"
"autoResize" "0"
"pinCorner" "0"
"visible" "1"
"enabled" "1"
"labelText" "%targetname%"
"textAlignment" "North-West"
"dulltext" "0"
"brighttext" "0"
"fgcolor" "220 220 220 255"
//"fgcolor" "white"
}
"TargetDataLabel"
{
"ControlName" "CExLabel"
"fieldName" "TargetDataLabel"
"font" "DefaultSmallShadow"
"xpos" "55"
"ypos" "19"
"zpos" "1"
"wide" "280"
"tall" "10"
"autoResize" "0"
"pinCorner" "0"
"visible" "1"
"enabled" "1"
"labelText" "%targetdata%"
"textAlignment" "Left"
"dulltext" "0"
"brighttext" "0"
"fgcolor" "150 250 150 255"
}
"SpectatorGUIHealth"
{
"ControlName" "EditablePanel"
"fieldName" "SpectatorGUIHealth"
"xpos" "10" //"-20"
"zpos" "1"
"ypos" "-10"
"wide" "90" //"60"
"tall" "200" //"200"
"visible" "1"
"enabled" "1"
"HealthBonusPosAdj" "10"
"HealthDeathWarning" "0.49"
"TFFont" "HudFontSmall"
"HealthDeathWarningColor" "HUDDeathWarning"
"TextColor" "Hudoffwhite"[/spoiler]

SpectatorGUIHealth.res
[spoiler]{
"PlayerStatusHealthImage"
{
"ControlName" "ImagePanel"
"fieldName" "PlayerStatusHealthImage"
"xpos" "5"
"ypos" "10"
"zpos" "4"
"wide" "25"
"tall" "25"
"visible" "1"
"enabled" "1"
"scaleImage" "1"
}
"PlayerStatusHealthImageBG"
{
"ControlName" "ImagePanel"
"fieldName" "PlayerStatusHealthImageBG"
"xpos" "4"
"ypos" "9"
"zpos" "3"
"wide" "27" //2 greather than above ^
"tall" "27"
"visible" "1"
"enabled" "1"
"image" "../hud/health_bg"
"scaleImage" "1"
}
"BuildingStatusHealthImageBG"
{
"ControlName" "ImagePanel"
"fieldName" "BuildingStatusHealthImageBG"
"xpos" "8"
"ypos" "7"
"zpos" "2"
"wide" "19"
"tall" "19"
"visible" "1"
"enabled" "1"
"image" "../hud/health_equip_bg"
"scaleImage" "1"
}
"PlayerStatusHealthBonusImage"
{
"ControlName" "ImagePanel"
"fieldName" "PlayerStatusHealthBonusImage"
"xpos" "5" //"12"
"ypos" "10" //"12"
"zpos" "3"
"wide" "25"
"tall" "25"
"visible" "0"
"enabled" "1"
"image" "../hud/health_over_bg"
"scaleImage" "1"
}
"PlayerStatusHealthValueSpec"
{
"ControlName" "CExLabel"
"fieldName" "PlayerStatusHealthValueSpec"
"xpos" "37"
"ypos" "10" //"14"
"zpos" "6"
"wide" "55"
"tall" "24"
"visible" "1"
"enabled" "1"
"labeltext" "%Health%"
"textAlignment" "west"
"font" "hudfontmediumbold"
"fgcolor" "white"
}
"PlayerStatusHealthValueSpecShadow"
{
"ControlName" "CExLabel"
"fieldName" "PlayerStatusHealthValueSpecShadow"
"xpos" "38"
"ypos" "11" //"15"
"zpos" "5"
"wide" "56"
"tall" "24"
"visible" "1"
"enabled" "1"
"fgcolor" "0 0 0 255"
"labeltext" "%Health%"
"textAlignment" "west"
"font" "hudfontmediumbold"
}
"PlayerStatusPlayerLevel"
{
"ControlName" "CExLabel"
"fieldName" "PlayerStatusPlayerLevel"
"xpos" "26"
"xpos_minmode" "0"
"ypos" "9"
"zpos" "5"
"wide" "16"
"tall" "12"
"visible" "0"
"enabled" "1"
"textAlignment" "center"
"font" "ScoreboardVerySmall"
"fgcolor" "TFOrange"
}
}[/spoiler]

HudLayout.res
[spoiler]CMainTargetID
{
"fieldName" "CMainTargetID"
"visible" "0"
"enabled" "1"
"xpos" "c-126"
"ypos" "300"
"wide" "700" //400
"tall" "30" //"30"
"priority" "40"

if_vr
{
"ypos" "355"
"x_offset" "20"
}
}



CSecondaryTargetID
{
"fieldName" "CSecondaryTargetID"
"visible" "0"
"enabled" "1"
"xpos" "c-126"
"ypos" "350"
"wide" "252" //"252"
"tall" "40" //30
"priority" "35"
"zpos" "1"

if_vr
{
"ypos" "385"
"x_offset" "20"
}
}

CSpectatorTargetID
{
"fieldName" "CSpectatorTargetID"
"visible" "0"
"enabled" "1"
"xpos" "c-126"
"ypos" "300"
"wide" "252"
"tall" "30"
"priority" "40"
"zpos" "10"

//"x_offset" "20"
//"y_offset" "20"
}[/spoiler]

Again, I'm using E.V.E. HUD

EDIT: After trying it with the default HUD, the same issue with the overheal cross arises. Even in the default HUD, the overheal cross above the player's head doesn't change size.
2495
#2495
0 Frags +

i've got a problem in my hud

whenever i start capping a point, this huge control point indicator pops up in the top of my screen, indicating the capping progress.
http://i.imgur.com/0Usi7e3.png

if anyone can tell me where this is located and how do i get rid of it, i'd appreciate.
also, if you don't mind two asks, can someone tell me what file i need to go to edit the round timer that stays on the top of the screen.
thanks in advance.

i've got a problem in my hud

whenever i start capping a point, this huge control point indicator pops up in the top of my screen, indicating the capping progress.
http://i.imgur.com/0Usi7e3.png

if anyone can tell me where this is located and how do i get rid of it, i'd appreciate.
also, if you don't mind two asks, can someone tell me what file i need to go to edit the round timer that stays on the top of the screen.
thanks in advance.
2496
#2496
0 Frags +

http://i.imgur.com/K9cJ5tD.jpg

  • I completely forgot how to get rid of the thing on the bottom-left, i thought it was on HudPlayerClass, but i can't get rid of it.
[img]http://i.imgur.com/K9cJ5tD.jpg[/img]

[list]
[*] I completely forgot how to get rid of the thing on the bottom-left, i thought it was on HudPlayerClass, but i can't get rid of it.
2497
#2497
0 Frags +

Is there any way to make damage indicators not so close to targets? Usually it's not a problem, but I'm finding playing heavy more that the damage numbers are super distracting (overlapping the target) at range. I suppose I could turn them off for just heavy, but I'd still like access to the total damage information, if possible.

Is there any way to make damage indicators not so close to targets? Usually it's not a problem, but I'm finding playing heavy more that the damage numbers are super distracting (overlapping the target) at range. I suppose I could turn them off for just heavy, but I'd still like access to the total damage information, if possible.
2498
#2498
0 Frags +
Smesihttp://i.imgur.com/K9cJ5tD.jpg
  • I completely forgot how to get rid of the thing on the bottom-left, i thought it was on HudPlayerClass, but i can't get rid of it.

It is hudplayerclass, it's PlayerStatusClassImage and it's bg.

[quote=Smesi][img]http://i.imgur.com/K9cJ5tD.jpg[/img]

[list]
[*] I completely forgot how to get rid of the thing on the bottom-left, i thought it was on HudPlayerClass, but i can't get rid of it.[/quote]

It is hudplayerclass, it's PlayerStatusClassImage and it's bg.
2499
#2499
0 Frags +

What's the easiest way to edit the tournament HUD with mp_tournament_readymode 1/2 (also, what's the difference between 1 and 2 for that cvar)?

In a local server, I can only see my own player panel, and I can't activate the countdown.

What's the easiest way to edit the tournament HUD with mp_tournament_readymode 1/2 (also, what's the difference between 1 and 2 for that cvar)?

In a local server, I can only see my own player panel, and I can't activate the countdown.
2500
#2500
0 Frags +
VooperIs there any way to make damage indicators not so close to targets? Usually it's not a problem, but I'm finding playing heavy more that the damage numbers are super distracting (overlapping the target) at range. I suppose I could turn them off for just heavy, but I'd still like access to the total damage information, if possible.

IIRC, the text_x in CDamageAccountPanel in ui/huddamageaccount.res does this

[quote=Vooper]Is there any way to make damage indicators not so close to targets? Usually it's not a problem, but I'm finding playing heavy more that the damage numbers are super distracting (overlapping the target) at range. I suppose I could turn them off for just heavy, but I'd still like access to the total damage information, if possible.[/quote]

IIRC, the text_x in CDamageAccountPanel in ui/huddamageaccount.res does this
2501
#2501
-2 Frags +

ty flame & kermit

ty flame & kermit
2502
#2502
0 Frags +

make it tall 0

????

make it tall 0

????
2503
#2503
0 Frags +

is it possible to move the A, B, C, and D loadout preset buttons? im sure you can't move them up or down but i seem to remember being able to move them left or right...

is it possible to move the A, B, C, and D loadout preset buttons? im sure you can't move them up or down but i seem to remember being able to move them left or right...
2504
#2504
whitelist.tf
1 Frags +
coIewhenever i start capping a point, this huge control point indicator pops up in the top of my screen, indicating the capping progress: http://i.imgur.com/0Usi7e3.png

resource\ui\controlpointprogressbar.res

also, if you don't mind two asks, can someone tell me what file i need to go to edit the round timer that stays on the top of the screen

resource\ui\hudobjectivetimepanel.res for the positioning & resource\ui\hudobjectivetimepanel.res for the actual timer (which is also used twice in hudobjectivekothtimepanel.res for the King of the Hill clocks)

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

EricWhat's the easiest way to edit the tournament HUD with mp_tournament_readymode 1/2 (also, what's the difference between 1 and 2 for that cvar)?

Record a demo in a lobby/pickup that has this enabled. I have one but it's a very long one, I'll try to make one that can be shared along with other useful demos to make editing in certain situations easier.

Duplicating the stuff from Mann vs. Machine would also work, you just need to add in the team2 delta_x offset iirc

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

face2faceis it possible to move the A, B, C, and D loadout preset buttons? im sure you can't move them up or down but i seem to remember being able to move them left or right...

Change "item_ydelta" in ClassLoadoutPanel in the top section to move them up or down.

[quote=coIe]whenever i start capping a point, this huge control point indicator pops up in the top of my screen, indicating the capping progress: http://i.imgur.com/0Usi7e3.png[/quote]
[i]resource\ui\controlpointprogressbar.res[/i]
[quote]also, if you don't mind two asks, can someone tell me what file i need to go to edit the round timer that stays on the top of the screen[/quote]
[i]resource\ui\hudobjectivetimepanel.res[/i] for the positioning & [i]resource\ui\hudobjectivetimepanel.res[/i] for the actual timer (which is also used twice in [i]hudobjectivekothtimepanel.res[/i] for the King of the Hill clocks)

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

[quote=Eric]What's the easiest way to edit the tournament HUD with mp_tournament_readymode 1/2 (also, what's the difference between 1 and 2 for that cvar)?[/quote]
Record a demo in a lobby/pickup that has this enabled. I have one but it's a very long one, I'll try to make one that can be shared along with other useful demos to make editing in certain situations easier.

Duplicating the stuff from Mann vs. Machine would also work, you just need to add in the team2 delta_x offset iirc

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

[quote=face2face]is it possible to move the A, B, C, and D loadout preset buttons? im sure you can't move them up or down but i seem to remember being able to move them left or right...[/quote]
Change [i]"item_ydelta"[/i] in ClassLoadoutPanel in the top section to move them up or down.
2505
#2505
2 Frags +

so my team labels aren't showing up on my scoreboard. I've checked console/the file for missing braces or quotation marks but there aren't any missing. Can't remember when this started happening, but it was fairly recent.
before:

http://puu.sh/mKPm8/4c51cdfa05.jpg

after:

http://puu.sh/mKPmr/5a1eda3891.jpg

so my team labels aren't showing up on my scoreboard. I've checked console/the file for missing braces or quotation marks but there aren't any missing. Can't remember when this started happening, but it was fairly recent.
before:
[img]http://puu.sh/mKPm8/4c51cdfa05.jpg[/img]
after:
[img]http://puu.sh/mKPmr/5a1eda3891.jpg[/img]
2506
#2506
huds.tf
0 Frags +
Rawrsorso my team labels aren't showing up on my scoreboard

A recent update fucked this one up. They only appear when a competitive config is being run.

My suggestion would be to have a custom blue/red label, and add the background color of the team to the original blue/red labels with a higher zpos, so in comp the custom labels can be hidden underneath and the team names can be changed on the scoreboard.

[quote=Rawrsor]so my team labels aren't showing up on my scoreboard[/quote]

A recent update fucked this one up. They only appear when a competitive config is being run.

My suggestion would be to have a custom blue/red label, and add the background color of the team to the original blue/red labels with a higher zpos, so in comp the custom labels can be hidden underneath and the team names can be changed on the scoreboard.
2507
#2507
0 Frags +

if anyone doesn't mind adding me, i've been trying to figure out how to fix contracts since gun mettle
they still don't appear when I open the menu

if anyone doesn't mind adding me, i've been trying to figure out how to fix contracts since gun mettle
they still don't appear when I open the menu
2508
#2508
whitelist.tf
0 Frags +
phazif anyone doesn't mind adding me, i've been trying to figure out how to fix contracts since gun mettle
they still don't appear when I open the menu

That's an animation issue, update your scripts/hudanimations_tf.txt by comparing it to the default one

Ideally you would export/move your custom animation events to a separate file, add that file as line to the hudanimations_manifest.txt and leave the _tf one alone so it's using the one that comes with your game and doesn't get out of date anymore.

[quote=phaz]if anyone doesn't mind adding me, i've been trying to figure out how to fix contracts since gun mettle
they still don't appear when I open the menu[/quote]
That's an animation issue, update your scripts/hudanimations_tf.txt by comparing it to [url=https://github.com/SteamDatabase/GameTracking/blob/master/tf/tf/tf2_misc_dir/scripts/hudanimations_tf.txt]the default one[/url]

Ideally you would export/move your custom animation events to a separate file, add that file as line to the [i]hudanimations_manifest.txt[/i] and leave the _tf one alone so it's using the one that comes with your game and doesn't get out of date anymore.
2509
#2509
0 Frags +

Edit: I want to remove the red highlight from the health in yaHUD, shown here http://s14.postimg.org/cpy5qqqxd/Untitled.png

I do not know what file I have to edit/remove in order to do this.

Edit: I want to remove the red highlight from the health in yaHUD, shown here http://s14.postimg.org/cpy5qqqxd/Untitled.png

I do not know what file I have to edit/remove in order to do this.
2510
#2510
whitelist.tf
0 Frags +
namassinEdit: I want to remove the red highlight from the health in yaHUD, shown here http://s14.postimg.org/cpy5qqqxd/Untitled.png

hudanimations_tf (or whatever it is called if the hud is using hudanimations_manifest to load more animation files) and find the section for HudHealthDyingPulse and change the alpha or fill color on the BG

[quote=namassin]Edit: I want to remove the red highlight from the health in yaHUD, shown here http://s14.postimg.org/cpy5qqqxd/Untitled.png[/quote]
hudanimations_tf (or whatever it is called if the hud is using hudanimations_manifest to load more animation files) and find the section for [i]HudHealthDyingPulse[/i] and change the alpha or fill color on the BG
2511
#2511
0 Frags +
WiethoofdnamassinEdit: I want to remove the red highlight from the health in yaHUD, shown here http://s14.postimg.org/cpy5qqqxd/Untitled.pnghudanimations_tf (or whatever it is called if the hud is using hudanimations_manifest to load more animation files) and find the section for HudHealthDyingPulse and change the alpha or fill color on the BG

I am incredibly inexperienced with editing this, what exactly do I change here? I have already changed the color of the health numbers themselves, but I'm not sure what to change here to get rid of the highlight.

//Health Dying Pulse
event HudHealthDyingPulse
{
Animate PlayerStatusHealthBonusImage Alpha "175" Linear 0.0 0.075
Animate PlayerStatusHealthBonusImage Alpha "0" Linear 0.125 0.075

Animate PlayerStatusHealthValue FgColor "Low" Accel 0.0 0.0
Animate PlayerStatusHealthValueCam FgColor "Low" Accel 0.0 0.0
Animate PlayerStatusHealthValueSpec FgColor "Low" Accel 0.0 0.0
Animate PlayerStatusHealthValueTour FgColor "Low" Accel 0.0 0.0

Animate HealthBarHurt Alpha "255" Accel 0.0 0.0
Animate HealthBarHurt2 Alpha "255" Accel 0.0 0.0

Animate HealthBarHurt Alpha "0" Accel 0.0 0.4
Animate HealthBarHurt Alpha "255" Accel 0.2 0.2

RunEvent HudHealthDyingPulseLoop 0.6
}

[quote=Wiethoofd][quote=namassin]Edit: I want to remove the red highlight from the health in yaHUD, shown here http://s14.postimg.org/cpy5qqqxd/Untitled.png[/quote]
hudanimations_tf (or whatever it is called if the hud is using hudanimations_manifest to load more animation files) and find the section for [i]HudHealthDyingPulse[/i] and change the alpha or fill color on the BG[/quote]

I am incredibly inexperienced with editing this, what exactly do I change here? I have already changed the color of the health numbers themselves, but I'm not sure what to change here to get rid of the highlight.

//Health Dying Pulse
event HudHealthDyingPulse
{
Animate PlayerStatusHealthBonusImage Alpha "175" Linear 0.0 0.075
Animate PlayerStatusHealthBonusImage Alpha "0" Linear 0.125 0.075

Animate PlayerStatusHealthValue FgColor "Low" Accel 0.0 0.0
Animate PlayerStatusHealthValueCam FgColor "Low" Accel 0.0 0.0
Animate PlayerStatusHealthValueSpec FgColor "Low" Accel 0.0 0.0
Animate PlayerStatusHealthValueTour FgColor "Low" Accel 0.0 0.0

Animate HealthBarHurt Alpha "255" Accel 0.0 0.0
Animate HealthBarHurt2 Alpha "255" Accel 0.0 0.0

Animate HealthBarHurt Alpha "0" Accel 0.0 0.4
Animate HealthBarHurt Alpha "255" Accel 0.2 0.2

RunEvent HudHealthDyingPulseLoop 0.6
}
2512
#2512
1 Frags +

 

 
2513
#2513
0 Frags +

Does anyone know what file controls the contract drawer? More specifically the details on what you need to do, along with the in-game one?

Does anyone know what file controls the contract drawer? More specifically the details on what you need to do, along with the in-game one?
2514
#2514
0 Frags +

Which resource file moves the actual control point icon in koth/cp game modes? I've tried fiddling around with the x/ypos values in Controlpoint.res, but it's not doing anything.

Which resource file moves the actual control point icon in koth/cp game modes? I've tried fiddling around with the x/ypos values in Controlpoint.res, but it's not doing anything.
2515
#2515
0 Frags +
Wiethoofdphazif anyone doesn't mind adding me, i've been trying to figure out how to fix contracts since gun mettle
they still don't appear when I open the menu
That's an animation issue, update your scripts/hudanimations_tf.txt by comparing it to the default one

Ideally you would export/move your custom animation events to a separate file, add that file as line to the hudanimations_manifest.txt and leave the _tf one alone so it's using the one that comes with your game and doesn't get out of date anymore.

ok i've just checked through my hudanimations and made sure it's fully updated and it's still not working
im lost and clueless. here's my hudanimations: http://pastebin.com/zvAUYJDG

[quote=Wiethoofd][quote=phaz]if anyone doesn't mind adding me, i've been trying to figure out how to fix contracts since gun mettle
they still don't appear when I open the menu[/quote]
That's an animation issue, update your scripts/hudanimations_tf.txt by comparing it to [url=https://github.com/SteamDatabase/GameTracking/blob/master/tf/tf/tf2_misc_dir/scripts/hudanimations_tf.txt]the default one[/url]

Ideally you would export/move your custom animation events to a separate file, add that file as line to the [i]hudanimations_manifest.txt[/i] and leave the _tf one alone so it's using the one that comes with your game and doesn't get out of date anymore.[/quote]

ok i've just checked through my hudanimations and made sure it's fully updated and it's still not working
im lost and clueless. here's my hudanimations: http://pastebin.com/zvAUYJDG
2516
#2516
1 Frags +
TERRYCREWSWhich resource file moves the actual control point icon in koth/cp game modes? I've tried fiddling around with the x/ypos values in Controlpoint.res, but it's not doing anything.

HudControlPointIcons in hudlayout.res

[quote=TERRYCREWS]Which resource file moves the actual control point icon in koth/cp game modes? I've tried fiddling around with the x/ypos values in Controlpoint.res, but it's not doing anything.[/quote]

HudControlPointIcons in hudlayout.res
2517
#2517
0 Frags +

Where can I change the server changing level screen? (where the stats are)

Where can I change the server changing level screen? (where the stats are)
2518
#2518
1 Frags +

#2158, statsummary.res for everything on the screen minus the loading box. To change the loading box you need to import in the loadingdialog*.res files from Team Fortress 2/hl2/resource into your hud's resource folder.

#2158, statsummary.res for everything on the screen minus the loading box. To change the loading box you need to import in the loadingdialog*.res files from Team Fortress 2/hl2/resource into your hud's resource folder.
2519
#2519
0 Frags +
Stochast1c#2158, statsummary.res for everything on the screen minus the loading box. To change the loading box you need to import in the loadingdialog*.res files from Team Fortress 2/hl2/resource into your hud's resource folder.

Thanks, now I would like to know if I can use the stat screen and background from QTCHud in OmpHud? And if its possible what do I need to edit?

[quote=Stochast1c]#2158, statsummary.res for everything on the screen minus the loading box. To change the loading box you need to import in the loadingdialog*.res files from Team Fortress 2/hl2/resource into your hud's resource folder.[/quote]

Thanks, now I would like to know if I can use the stat screen and background from QTCHud in OmpHud? And if its possible what do I need to edit?
2520
#2520
0 Frags +

Is it possible to make the health display change colour based on how much health you have?

Is it possible to make the health display change colour based on how much health you have?
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