If you have a custom scripts/objects.txt to have a modified explosion animation for building destructions, simply update the Cost value to 50 for OBJ_TELEPORTER
| Account Details | |
|---|---|
| SteamID64 | 76561197990121837 |
| SteamID3 | [U:1:29856109] |
| SteamID32 | STEAM_0:1:14928054 |
| Country | Netherlands |
| Signed Up | June 22, 2013 |
| Last Posted | May 31, 2026 at 4:39 PM |
| Posts | 976 (0.2 per day) |
| Game Settings | |
|---|---|
| In-game Sensitivity | 4 |
| Windows Sensitivity | 5 |
| Raw Input | 1 |
DPI |
3200 |
Resolution |
2560*1080 |
Refresh Rate |
60 |
| Hardware Peripherals | |
|---|---|
| Mouse | Roccat Kone XTD |
| Keyboard | Ducky Shine 2 (Yellow) + Brown Cherry Switches |
| Mousepad | Roccat Taito |
| Headphones | Roccat Kave |
| Monitor | Dell U2711 |
@Pert as f2f said: check your HudHealthBonus/DyingStop animation events, on 'reset' they for some reason reposition your health, for something as simple as changing colors you should not be messing with ypos stuff in those animations.
@ yeru: HudMatchStatus for the timer, HudRoundCounter for the counter background
@puoi1 nope, not possible, valve disabled the tf_competitive_mode on local/custom servers
@Koncept: mp_forcewin 1-3 on a local server together with sv_pausable 1 and vgui_drawtree 1 and a pause bind allows you to inspect the winpanel, a hud_reloadscheme and another forcewin to see the changes
If you want to modify the spectator hud for tournament there are only a few files you need to modify:
- SpectatorTournament.res - where the player panels are in the hud and how they look
- SpectatorTournamentGUIHealth.res - the health in the player panels in aforementioned file
- hudanimations_tf.txt - Health events such as HudHealthBonusPulse/HudHealthDyingPulse
- StatusSpec panels
- MedigunInfo.res - Size of and where the panels should be positioned
- MedigunPanel.res - What a medigun panel should look like
- MedigunInfo.res - Size of and where the panels should be positioned
- Clientscheme.res - Borders for the player panels (TFFatLineBorder(RedBG/BlueBG) & optional colors/fonts
- Hudlayout.res - Possible position for Spectator targetID
Optionally you can mess with textures for control points, modify timers elements and objective indicators, but with the list above anyone should be able to modify the default hud files for a custom spectator hud.
@Koncept: HudMatchStatus.res the BlueTeamPanel/RedTeamPanel sections where if_large is used for the big version in Casual
It is easier to simply duplicate this file to /tf/custom/my_casual_maps/casual_criteria.vdf, after setting your map preferences once and not have to worry about read only things, and allows for convenient backup in your custom folder.
The hud in action in a casual cast I did on my channel:
Did a very casual cast on my channel of this game to show off hud things. VOD + logs in the description.
duck_ as mentioned before by me and by Medico you most likely messed up the image/border/colors for TFFatLineBorderBlueBG in clientscheme.res
Seeing a magenta color like this 99% indicates a missing texture, confirm with 'showschemevisualizer clientscheme' in console and check your borders.
The images for spectatortournament.res can be found in /materials/vgui/class_portraits
- The ones in tf2_texture_dir.vpk are the actual vtf images
- The tf2_mix_dir.vpk vmt files control how the vtf images look ingame
Shame there isn't a new version of this plugin for OBS Studio
Or is there a magical folder you need to move the plugin to or create locale strings to get it to work with the new BrowserSource?
Duplicate the TargetNameLabel element, zpos it over the original name with a custom fgcolor_override and it should work (mirror fonts and position/sizes so both effectively show the same, just the custom colored one is leading/visible)
A MM demo won't help you, it doesn't show the TeamStatus from HudMatchStatus on top, you can set mp_tournament_readymode 1/2 to possibly edit readymode stuff, but that still won't trigger the 'if_match' sections.
Going AFK in casual with a stack should prevent you from getting kicked, using vgui_cache_res_files 0 and just doing editing things ingame will work just fine.
And tf_competitive_mode 1 is broken/disabled for local servers to be able to edit the MM hud stuff locally.
Happy to help improvement this framework.
With the sticky keys at the bottom, also add -duck, possibly -use_action_slot_item and other minus aliases that can get stuck.
Line #315 you have fv_invslot5 instead of 6
You could provide a bunch more aliases for voice commands and possible taunt aliases (taunt_by_name "tauntname;" (mind the semi-colon after the name before the closing quote!))
I might have not been able to read properly, but is there a 'modifier' section, where for instance you hold down shift/ctrl/alt to trigger a +alias which rebinds/realiases a bunch of keys so you can have multiple actions bound to the same key by simply holding down a button (e = medic | E = help!)
@ duck_ Don't add extra elements to the koth timers, they won't load/be shown anyway, the only way is to add a bgcolor_override to the TimePanelValue as explained earlier
Also the 'purple' is a pink for missing texture, so you might have messed up the file path for the image in the clientscheme border definition for the Blue team
@ deetr: +togglescores; vgui_drawtree 1; in console, figure out which elements are causing issues, compare to the default hudfile if necessary and fix the elements accordingly
@ duck, check my earlier post about the bgcolor_override for the koth timer elements