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HUDAnimations.txt Help
posted in Q/A Help
1
#1
0 Frags +

I've been trying to modify my HUD and I'm stumped by this file. I can't find a good guide to help figure it out. Anybody?

I've been trying to modify my HUD and I'm stumped by this file. I can't find a good guide to help figure it out. Anybody?
2
#2
0 Frags +

If you explained what you wanted it would be easier to help you understand, but this was in my hudanimations.txt, it might be of use
// commands:
// Animate <panel name> <variable> <target value> <interpolator> <start time> <duration>
// variables:
// FgColor
// BgColor
// Position
// Size
// Blur (hud panels only)
// TextColor (hud panels only)
// Ammo2Color (hud panels only)
// Alpha (hud weapon selection only)
// SelectionAlpha (hud weapon selection only)
// TextScan (hud weapon selection only)
//
// interpolator:
// Linear
// Accel - starts moving slow, ends fast
// Deaccel - starts moving fast, ends slow
// Spline - simple ease in/out curve
// Pulse - < freq > over the duration, the value is pulsed (cosine) freq times ending at the dest value (assuming freq is integral)
// Flicker - < randomness factor 0.0 to 1.0 > over duration, each frame if random # is less than factor, use end value, otherwise use prev value
//
// RunEvent <event name> <start time>
// starts another even running at the specified time
//
// StopEvent <event name> <start time>
// stops another event that is current running at the specified time
//
// StopAnimation <panel name> <variable> <start time>
// stops all animations refering to the specified variable in the specified panel
//
// StopPanelAnimations <panel name> <start time>
// stops all active animations operating on the specified panel
//
// SetFont <panel name> <fontparameter> <fontname from scheme> <set time>
//
// SetTexture <panel name> <textureidname> <texturefilename> <set time>
//
// SetString <panel name> <string varname> <stringvalue> <set time>

If you explained what you wanted it would be easier to help you understand, but this was in my hudanimations.txt, it might be of use
// commands:
// Animate <panel name> <variable> <target value> <interpolator> <start time> <duration>
// variables:
// FgColor
// BgColor
// Position
// Size
// Blur (hud panels only)
// TextColor (hud panels only)
// Ammo2Color (hud panels only)
// Alpha (hud weapon selection only)
// SelectionAlpha (hud weapon selection only)
// TextScan (hud weapon selection only)
//
// interpolator:
// Linear
// Accel - starts moving slow, ends fast
// Deaccel - starts moving fast, ends slow
// Spline - simple ease in/out curve
// Pulse - < freq > over the duration, the value is pulsed (cosine) freq times ending at the dest value (assuming freq is integral)
// Flicker - < randomness factor 0.0 to 1.0 > over duration, each frame if random # is less than factor, use end value, otherwise use prev value
//
// RunEvent <event name> <start time>
// starts another even running at the specified time
//
// StopEvent <event name> <start time>
// stops another event that is current running at the specified time
//
// StopAnimation <panel name> <variable> <start time>
// stops all animations refering to the specified variable in the specified panel
//
// StopPanelAnimations <panel name> <start time>
// stops all active animations operating on the specified panel
//
// SetFont <panel name> <fontparameter> <fontname from scheme> <set time>
//
// SetTexture <panel name> <textureidname> <texturefilename> <set time>
//
// SetString <panel name> <string varname> <stringvalue> <set time>
3
#3
0 Frags +

Are you talking about editing that specific file or the HUD itself?

Edit: I'm going to stay out of this because I'm stupid.

Are you talking about editing that specific file or the HUD itself?

Edit: I'm going to stay out of this because I'm stupid.
4
#4
0 Frags +

That's in mine too, and that's the most help I've been able to find. A little more detail would be nice, though. A little more about what I want: I noticed the TextScan function one day while looking through this, and I wondered if i could put in small print which weapon I had out beneath my crosshair so I could lose my viewmodels completely(instead of using these complex switcher configs that I have that make my primary invisible but my secondary visible and remembers them etc.). It appears to me that TextScan does that during weaponswitch, and modifying the animations would be able to keep it up permanently.

That's in mine too, and that's the most help I've been able to find. A little more detail would be nice, though. A little more about what I want: I noticed the TextScan function one day while looking through this, and I wondered if i could put in small print which weapon I had out beneath my crosshair so I could lose my viewmodels completely(instead of using these complex switcher configs that I have that make my primary invisible but my secondary visible and remembers them etc.). It appears to me that TextScan does that during weaponswitch, and modifying the animations would be able to keep it up permanently.
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