Account Details
SteamID64 76561198035015260
SteamID3 [U:1:74749532]
SteamID32 STEAM_0:0:37374766
Country United States
Signed Up August 15, 2018
Last Posted April 12, 2020 at 3:14 PM
Posts 10 (0 per day)
Game Settings
In-game Sensitivity
Windows Sensitivity
Raw Input  
Refresh Rate
Hardware Peripherals
#6307 HUD editing: short questions, quick answers in Customization
patchwerkTwo Questions: How do i add text (in my case the title of my hud) to the main menu, and two: how do i edit the loadouts page?

A bit late on this one, but you can just create a CExLabel, you're free to just create new HUD elements as long as you do it properly. The text in my HUD is a label i made from scratch:

	"ControlName"	"CExLabel"
	"fieldName"	"MyCustomText"
	"labelText"	"YOUR TEXT HERE"
	//font, xpos, ypos, wide, tall, color, alignment, etc...

As for the loadout, I believe that is handled in charinfopanel.res and charinfoarmorysubpanel.res

juniorScoutman-snip-still no luck with the bar's fgColor tho

I had mentioned this before, but in short make an ImagePanel with no image and a FillColor on top of the bar (and under the text if you want) to "tint" the white bar and create a pseudo colored bar. Just be careful of when the bar turns red from full banner/phlog/etc

posted about 2 years ago
#6294 HUD editing: short questions, quick answers in Customization
Scoutmanhow can i modify the player tournament panel during mvm wave

edit: everything is located in spectortournament.res

for the player panels, it's in SpectatorTournament. They're the same panels as used when spectating with mp_tournament, but if_mvm directives change where elements are placed specifically in MvM waves. If you were to remove all instances of if_mvm from your SpectatorTournament, it would just flat-out mirror your setup for regular tournament mode spectating.

posted about 2 years ago
#7 Discord bot for small community PUGs in Off Topic

i'm aware this thread is long-dead, but is there a github or some such available for this? I'm starting a new PUG group and i've been looking for something like this, and I don't mind doing the dirty work to make it work from old, outdated source code.

posted about 2 years ago
#6146 HUD editing: short questions, quick answers in Customization

How does one change the colors of the list elements in the initiate vote UI? changing issue_fgcolor in the VoteSetupDialog changes the text to be white when not selected, but I haven't found any value that changes the text color when selected (ie the text turning black as seen on the right of the panel), or the background highlight panel (the red bg color). I've tried issue_activefgcolor, issue_armedfgcolor, issue_selectedfgcolor, and all of those variants with bgcolor as well. changing issue_fgcolor does change the text from white, but I can't figure out the other values. Has anyone figured this out?

posted about 2 years ago
#6134 HUD editing: short questions, quick answers in Customization
Octalblock -how to make ItemEffectMeter colored?-

Yeah, it's hard-coded white, but you can kinda work around this by adding a semi-transparent image panel on top of the bar. To produce this, i made an ImagePanel with no image specified, and made a FillColor of 0 0 50 175 (for the phlog bar) to produce a slightly tinted blue effect, you can change the colors around to your liking. I currently have it so each item slot has a different color, making for easier identification on what is charged out of the corner of the eye. For the jetpack, HudRocketPack has two separate meter-bar elements, so i just made an overlay for each. You can also sandwich the overlay between the bar and the meter label, which is also hard-coded white, so that the text can be readable against the bar at all times. Each ItemEffectMeter can also have a different colored bar, which is how my phlog bar is slightly blue and my jetpack is slightly red.

The only notable downside of this is when a white bar turns red (full phlog/banner, no ready jetpack charge, etc), your overlay will be tinting the red bar into another color (ie a blue overlay will make a red bar purple), but it's a concession i've made by making the color tints slight enough that it's not too noticeable.

posted about 2 years ago
#6035 HUD editing: short questions, quick answers in Customization
smrkI assume the problem is that this would also show the health value of the enemy team but I wan't it to only show the values for the team I am currently on so it should work the same as the "healthbar" display.

%health% isn't a valid variable; any time you reference a value that doesn't exist, it defaults to [unknown]. I don't think it's possible to show raw HP numbers, or at the very least I haven't found the right variable for it if it is possible. The only thing you can do is make the bars a bit taller, and customize the threshold for when it changes colors (percentage_health_med & low) to have a general idea of their health range.

posted about 2 years ago
#5785 HUD editing: short questions, quick answers in Customization

Where is the "your casual match is ready" dropdown element located? I restructured my entire matchmakingdashboard.res and now the match ready dialog is at the bottom of the screen, with the join and abandon buttons offscreen, and it's hard to find even the name of the element with drawtree because i have 10 seconds to scan for it.

Also, is there a way to "simulate" events like a match being ready, queueing for your party's match, and post-match map votes without actually having to queue for a match?

posted about 3 years ago
#73 CastingEssentials Spectator Plugin in Projects

Turns out the SrcTV+ plugin isn't loading in the first place.

plugin_load srctvplus
 failed to dlopen tf/custom/srctvplus/ error=tf/custom/srctvplus/ undefined symbol: _ZNSt7__cxx1112basic_stringIcSt11char_traitsIcESaIcEE9_M_createERjj

Digging around a bit online, it seems to be an issue with Linux and the C++ compiler and other technical junk. Long story short, it's a SrcTV+ issue, not a CE issue.

EDIT: downloading the source for srctv+ and compiling it myself on my server allows the plugin to load now, and it all works perfectly. Thanks for pointing it out with the plugin_print command!

posted about 3 years ago
#71 CastingEssentials Spectator Plugin in Projects
pazerDo you have SrcTV+ installed on the server? This is required for banner charge amounts to work (even for listen servers)

Yeah, even after installing it, it doesn't seem to work. After some experimentation, it seems that it'll properly send the charge amount as soon as I connect, but it won't update beyond it. If a soldier is at 35% when i load in to the STV, it'll stay that way, regardless of if he gains more, or dies and it resets to 0%. Both the server and my client have the addon installed, and are launched in VAC insecure mode just to make double sure it would load.

posted about 3 years ago
#69 CastingEssentials Spectator Plugin in Projects

Hey, so I'm having some trouble with the banner bars, and I'm not sure if it's my own HUD issue or one with the mod itself.
I set up weapon charge bars for banners, and it creates the elements correctly, and reports which banner is being run, but it never seems to actually update how much charge the banner has, whether set artificially via plugins (ie Sourcemod) or gained legitimately through damage. Otherwise, all the other elements are behaving nicely.

I'm not sure if this is just the mod being unable to retrieve the value or if I've done it wrong in my HUD (HUD snippet), but either way help would be appreciated.

posted about 3 years ago