Luigi
Account Details
SteamID64 76561197986319151
SteamID3 [U:1:26053423]
SteamID32 STEAM_0:1:13026711
Country Canada
Signed Up February 6, 2015
Last Posted April 22, 2018 at 11:35 PM
Posts 7 (0 per day)
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#5216 HUD editing: short questions, quick answers in Customization

Ignore this I managed to resolve my issues and the only one left remainig (Phlog & gasspasser overlap is a bug within the default hud) I cant do anything about. Thanks anyways.

posted about 6 years ago
#2186 HUD editing: short questions, quick answers in Customization

Ever since the Halloween update and them releasing manpower into an official game mode I have had that damn unused warlock icon stuck over my health, anyone know where the manpower hud elements are located or whatever controls that because it is annoying as fuck.

posted about 8 years ago
#2178 HUD editing: short questions, quick answers in Customization

Hey, I have a small issue with some overlap while in mvm.

I'm trying to use the "if_mvm" option on the item effect meters to move them a bit higher up if mvm is being played, however no matter what I try it does not work. Anyone have any ideas? (BTW: The meter im trying to move is huditemeffectmeter.res)

posted about 8 years ago
#1331 HUD editing: short questions, quick answers in Customization

Hey everyone, got another question if anyone knows.
I have been looking around and I cant find out which file is home to the medic projectile shield which you have in MvM, if anyone knows where it is it would be greatly appreciated.

posted about 8 years ago
#864 HUD editing: short questions, quick answers in Customization
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.

posted about 9 years ago
#862 HUD editing: short questions, quick answers in Customization
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...

posted about 9 years ago
#859 HUD editing: short questions, quick answers in Customization

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!

posted about 9 years ago