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Engineer Building Status Position
posted in Customization
1
#1
huds.tf
0 Frags +

EDIT: Check Post 7, I figured it out.

I should know this, yet I don't.

http://i.imgur.com/BYxGNms.png

I want to move this down, but I also want it to move down in spectator mode, which it doesn't do.

I know someone has this figured out, so any help is appreciated.

Thanks!

[size=14][b]EDIT: Check [url=http://teamfortress.tv/forum/thread/14917-engineer-building-status-position/1#post-7]Post 7[/url], I figured it out.[/b][/size]

I should know this, yet I don't.

[img]http://i.imgur.com/BYxGNms.png[/img]
I want to move this down, but I also want it to move down in [b]spectator mode[/b], which it doesn't do.

I know someone has this figured out, so any help is appreciated.

Thanks!
2
#2
-2 Frags +

What hud is that? Is that the one you're working on?

What hud is that? Is that the one you're working on?
3
#3
huds.tf
0 Frags +
MoistMelonsWhat hud is that? Is that the one you're working on?

Indeed it is

[quote=MoistMelons]What hud is that? Is that the one you're working on?[/quote]

Indeed it is
4
#4
0 Frags +

I know Garm3n's huds don't have it fixed either. Probably nothing you can do about it unless you do some digging yourself or a kind soul answers with the solution

I know Garm3n's huds don't have it fixed either. Probably nothing you can do about it unless you do some digging yourself or a kind soul answers with the solution
5
#5
huds.tf
0 Frags +
xetsogI know Garm3n's huds don't have it fixed either. Probably nothing you can do about it unless you do some digging yourself or a kind soul answers with the solution

I know Omp has it figured out, so I know it's possible.

[quote=xetsog]I know Garm3n's huds don't have it fixed either. Probably nothing you can do about it unless you do some digging yourself or a kind soul answers with the solution[/quote]

I know Omp has it figured out, so I know it's possible.
6
#6
0 Frags +
omnixetsogI know Garm3n's huds don't have it fixed either. Probably nothing you can do about it unless you do some digging yourself or a kind soul answers with the solution
I know Omp has it figured out, so I know it's possible.

I'm pretty sure that's because he put it at the exact spot where it would be in Spectator mode no matter what ("0" ypos). I checked the gitHub files.

Well, unless you want to set the hudlayout.res's tall definition to a ridiculous tall level and then move every single 'ypos' down by (a number), it's not possible as far as I know.

This would be an even greater pain in Minmode.

[quote=omni][quote=xetsog]I know Garm3n's huds don't have it fixed either. Probably nothing you can do about it unless you do some digging yourself or a kind soul answers with the solution[/quote]

I know Omp has it figured out, so I know it's possible.[/quote]
I'm pretty sure that's because he put it at the exact spot where it would be in Spectator mode no matter what ("0" ypos). I checked the gitHub files.

Well, unless you want to set the hudlayout.res's tall definition to a ridiculous tall level and then move every single 'ypos' down by (a number), it's not possible as far as I know.

This would be an even greater pain in Minmode.
7
#7
huds.tf
3 Frags +

Figured it out an easier way thanks to what you were saying about changing ypos positions.

I made the tall value of "BuildingStatusItem" inside "hud_obj_sentrygun.res" bigger, as making the tall values of "BuildingStatusItem" makes the gap between each building status larger, therefore pushing the dispenser and tele panels down. Then I moved everything inside the "hud_obj_sentrygun.res" down to a value where it fits nicely, and presto.

http://i.imgur.com/jfzsoxM.png

http://i.imgur.com/wk4xWMt.png

Figured it out an easier way thanks to what you were saying about changing ypos positions.

I made the tall value of "BuildingStatusItem" inside "hud_obj_sentrygun.res" bigger, as making the tall values of "BuildingStatusItem" makes the gap between each building status larger, therefore pushing the dispenser and tele panels down. Then I moved everything inside the "hud_obj_sentrygun.res" down to a value where it fits nicely, and presto.

[img]http://i.imgur.com/jfzsoxM.png[/img]
[img]http://i.imgur.com/wk4xWMt.png[/img]
8
#8
1 Frags +

nicely done -- it looks great

nicely done -- it looks great
9
#9
0 Frags +

Wonderful job! Loving your progress

Wonderful job! Loving your progress
10
#10
1 Frags +

Yup, it works. For anyone else: Only change the ypos of the 'SentryIcon1, 2, 3', 'Background', 'BuiltPanel' and 'NotBuiltPanel', not every single one, or it won't work right.

http://imgur.com/ggWIS8S,enZMHTf,ksBsoMD

Remember that hudlayout.res's definition of the file should not be changed from 0.

(Also, wouldn't this apply for Spy's sapper as well if he's dead?)

Yup, it works. For anyone else: Only change the ypos of the 'SentryIcon1, 2, 3', 'Background', 'BuiltPanel' and 'NotBuiltPanel', not every single one, or it won't work right.

http://imgur.com/ggWIS8S,enZMHTf,ksBsoMD

Remember that [u]hudlayout.res[/u]'s definition of the file should not be changed from 0.

(Also, wouldn't this apply for Spy's sapper as well if he's dead?)
11
#11
0 Frags +

This is something I struggled with when creating my HUD, and no one seemed to know the answer, so thanks for this!

This is something I struggled with when creating my HUD, and no one seemed to know the answer, so thanks for this!
12
#12
0 Frags +

On a different note, I love your target ID's.

On a different note, I love your target ID's.
13
#13
huds.tf
0 Frags +
main_gi(Also, wouldn't this apply for Spy's sapper as well if he's dead?)

Haven't gotten that far, but I'd assume you can use the same technique to make the same result.

Also, thanks to all the nice comments on my WIP, much appreciated :)

[quote=main_gi](Also, wouldn't this apply for Spy's sapper as well if he's dead?)[/quote]

Haven't gotten that far, but I'd assume you can use the same technique to make the same result.

Also, thanks to all the nice comments on my WIP, much appreciated :)
14
#14
0 Frags +

So this HUD is a WIP, not released yet?

So this HUD is a WIP, not released yet?
15
#15
huds.tf
0 Frags +
SevinSo this HUD is a WIP, not released yet?

Yep, still in development. I'm not working very fast either, so it'll be a while.

[quote=Sevin]So this HUD is a WIP, not released yet?[/quote]

Yep, still in development. I'm not working very fast either, so it'll be a while.
16
#16
0 Frags +

Bumping this, because it turns out MvM uses a slightly more lowered position for the buildings. That's depressing. It shaves right into my Money and Currency bars. Hopefully your clients won't play MvM!

Bumping this, because it turns out MvM uses a slightly more lowered position for the buildings. That's depressing. It shaves right into my Money and Currency bars. Hopefully your clients won't play MvM!
17
#17
huds.tf
0 Frags +
main_giBumping this, because it turns out MvM uses a slightly more lowered position for the buildings. That's depressing. It shaves right into my Money and Currency bars. Hopefully your clients won't play MvM!

Perhaps try using the "if_mvm" label, you'll be able to change the value depending on if you're playing mvm or not. I haven't gotten around to doing anything with mvm at the moment, so I can't say for certain it would work.

Example:

"BuildingStatusItem"
	{
		"ControlName"	"Frame"
		"fieldName"		"BuildingStatusItem"
		"xpos"			"0"
		"ypos"			"0"
		"wide"			"147"
		"tall"			"161"
		"autoResize"	"0"
		"pinCorner"		"0"
		"visible"		"1"
		"enabled"		"1"
		"tabPosition"	"0"

                if_mvm
		{
			"tall"			"100"
		}
	}

Let me know if that does anything.

[quote=main_gi]Bumping this, because it turns out MvM uses a slightly more lowered position for the buildings. That's depressing. It shaves right into my Money and Currency bars. Hopefully your clients won't play MvM![/quote]

Perhaps try using the "if_mvm" label, you'll be able to change the value depending on if you're playing mvm or not. I haven't gotten around to doing anything with mvm at the moment, so I can't say for certain it would work.

Example:
[code]"BuildingStatusItem"
{
"ControlName" "Frame"
"fieldName" "BuildingStatusItem"
"xpos" "0"
"ypos" "0"
"wide" "147"
"tall" "161"
"autoResize" "0"
"pinCorner" "0"
"visible" "1"
"enabled" "1"
"tabPosition" "0"

if_mvm
{
"tall" "100"
}
}[/code]

Let me know if that does anything.
18
#18
0 Frags +

Wow nice hud omni ,how you gonna call it?
The Comic Sense hud was the best though :D

Wow nice hud omni ,how you gonna call it?
The Comic Sense hud was the best though :D
19
#19
0 Frags +

That didn't seem to do anything, strangely. In fact, it screwed up more things than it helped, because when I set it on hudlayout.res, the wavestatus just nope'd off the screen.

http://i.imgur.com/MnnI3S6.jpg

On a side note, I got my Spy sapper progress bar working, so ... yay...

http://i.imgur.com/AXHf8EW.jpg

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

That didn't seem to do anything, strangely. In fact, it screwed up more things than it helped, because when I set it on hudlayout.res, the wavestatus just nope'd off the screen.

[img]http://i.imgur.com/MnnI3S6.jpg[/img]

On a side note, I got my Spy sapper progress bar working, so ... yay...

[img]http://i.imgur.com/AXHf8EW.jpg[/img]
[img]http://i.imgur.com/Qmrxlff.jpg[/img]
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