Hi I juts got this hud and I am loving it but I have a problem where the WinPanel is below my screen and I cant see the kill streak information. Is there a way of moving it up?
Edit: There is also a bug were 2 bars come up when you use a bow and your jarate doesnt.
Hi I juts got this hud and I am loving it but I have a problem where the WinPanel is below my screen and I cant see the kill streak information. Is there a way of moving it up?
Edit: There is also a bug were 2 bars come up when you use a bow and your jarate doesnt.
How do I edit the ammo color of the hud?
How do I edit the ammo color of the hud?
Hi there, 1st of all, good work! I'm using this HUD with a few tweaks over the few months. Awesome!
Here is the question, I activate model on HUD, 'cause i don't use viewmodels, and that way is way more easy to know what weapon are you wearing, but after activate it, it doesn't turn on and I can see it...
maybe the "pos" are bad... wich file should I edit?
Thanks in advance
Hi there, 1st of all, good work! I'm using this HUD with a few tweaks over the few months. Awesome!
Here is the question, I activate model on HUD, 'cause i don't use viewmodels, and that way is way more easy to know what weapon are you wearing, but after activate it, it doesn't turn on and I can see it...
maybe the "pos" are bad... wich file should I edit?
Thanks in advance
Ze_do_TalhoHi there, 1st of all, good work! I'm using this HUD with a few tweaks over the few months. Awesome!
Here is the question, I activate model on HUD, 'cause i don't use viewmodels, and that way is way more easy to know what weapon are you wearing, but after activate it, it doesn't turn on and I can see it...
maybe the "pos" are bad... wich file should I edit?
Thanks in advance
How did you activate it? Did you just use the existing one in the "extras" folder?
[quote=Ze_do_Talho]Hi there, 1st of all, good work! I'm using this HUD with a few tweaks over the few months. Awesome!
Here is the question, I activate model on HUD, 'cause i don't use viewmodels, and that way is way more easy to know what weapon are you wearing, but after activate it, it doesn't turn on and I can see it...
maybe the "pos" are bad... wich file should I edit?
Thanks in advance[/quote]
How did you activate it? Did you just use the existing one in the "extras" folder?
QuartzZe_do_TalhoHi there, 1st of all, good work! I'm using this HUD with a few tweaks over the few months. Awesome!
Here is the question, I activate model on HUD, 'cause i don't use viewmodels, and that way is way more easy to know what weapon are you wearing, but after activate it, it doesn't turn on and I can see it...
maybe the "pos" are bad... wich file should I edit?
Thanks in advance
How did you activate it? Did you just use the existing one in the "extras" folder?
Nope, just with the "cl_hud_playerclass_use_playermodel_1" command in config.cgf
[quote=Quartz][quote=Ze_do_Talho]Hi there, 1st of all, good work! I'm using this HUD with a few tweaks over the few months. Awesome!
Here is the question, I activate model on HUD, 'cause i don't use viewmodels, and that way is way more easy to know what weapon are you wearing, but after activate it, it doesn't turn on and I can see it...
maybe the "pos" are bad... wich file should I edit?
Thanks in advance[/quote]
How did you activate it? Did you just use the existing one in the "extras" folder?[/quote]
Nope, just with the "cl_hud_playerclass_use_playermodel_1" command in config.cgf
So, is ther eany update on centering the vaccinator icons? If that isn't possible, is it possible for one of the guys maintaining this awesome HUD to make an "alternate" release where the medic ubercharge bar doesn't take up the width of an entire screen, and the vaccinator icons are centered?
Thanks and keep up the great work!
So, is ther eany update on centering the vaccinator icons? If that isn't possible, is it possible for one of the guys maintaining this awesome HUD to make an "alternate" release where the medic ubercharge bar doesn't take up the width of an entire screen, and the vaccinator icons are centered?
Thanks and keep up the great work!
Ze_do_TalhoNope, just with the "cl_hud_playerclass_use_playermodel_1" command in config.cgf
You need to copy the files in '/Extras/3D Class Avatars' present in the hud download folder and replace the files from where you installed the hud in '/tf/custom/' and THEN you enable it with the console command :)
[quote=Ze_do_Talho]Nope, just with the "cl_hud_playerclass_use_playermodel_1" command in config.cgf[/quote]
You need to copy the files in '/Extras/3D Class Avatars' present in the hud download folder and replace the files from where you installed the hud in '/tf/custom/' and THEN you enable it with the console command :)
Bug with Hudas Iscariote:
When trying to unbox a crate with a Key you cant open the box
Image.
Bug with Hudas Iscariote:
When trying to unbox a crate with a Key you cant open the box
[url=imgur.com/SXGSQLN]Image.[/url]
RugtugbaBug with Hudas Iscariote:
When trying to unbox a crate with a Key you cant open the box
Image.
Fixed link for you.
[quote=Rugtugba]Bug with Hudas Iscariote:
When trying to unbox a crate with a Key you cant open the box
[url=http://i.imgur.com/SXGSQLN.png]Image.[/url][/quote]
Fixed link for you.
SUGGESTION
Give an option in the "Extras" folder to change the medic charge meter. Possibly make it similar to medhud's (http://i.imgur.com/1SGaDs7.jpg), omphud' (http://i.imgur.com/1SGaDs7.jpg) or fluxhud (http://i.imgur.com/6WAFdno.jpg)
SUGGESTION
Give an option in the "Extras" folder to change the medic charge meter. Possibly make it similar to medhud's (http://i.imgur.com/1SGaDs7.jpg), omphud' (http://i.imgur.com/1SGaDs7.jpg) or fluxhud (http://i.imgur.com/6WAFdno.jpg)
How can I enable the spy disguise outline?
How can I enable the spy disguise outline?
Djodorwebsite is down...
Apologies Djodor, We had some issues with our server. Has now been resolved.
[quote=Djodor]website is down...[/quote]
Apologies Djodor, We had some issues with our server. Has now been resolved.
wow I am impressed, this hud all around is very good.
I have little to no complaints to make. everything seems very intentional and well done, people should look into using this hud. Props :3
wow I am impressed, this hud all around is very good.
I have little to no complaints to make. everything seems very intentional and well done, people should look into using this hud. Props :3
Hi, can someone please give me the exact files for the taunt selection menu, or what I have to do in order to add it into my version of the hud? Cause I've edited quite a few things and it took me a really long time to do so, so I really don't wanna lose it. I also need the same thing for the Eureka Effect's teleporting thingy but in Amber. Thank you.
Hi, can someone please give me the exact files for the taunt selection menu, or what I have to do in order to add it into my version of the hud? Cause I've edited quite a few things and it took me a really long time to do so, so I really don't wanna lose it. I also need the same thing for the Eureka Effect's teleporting thingy but in Amber. Thank you.
Hi, I was wondering if anyone can help out shifting the hud layout for me... I have spent the last couple of hours trying but I cant figure out how to move everything that needs moving (such as the medic's current heal status thing (which I would like moved above the newly located health and ammo bar) and many of the item charge bars). I would like to shift the whole ammo, health, medic uber %, demo charge status, item charge statuses 46 pixels down. i.e:
HudWeaponAmmo
{
"fieldName" "HudWeaponAmmo"
"visible" "1"
"enabled" "1"
"xpos" "c-45"
"ypos" "r100" ### 100 instead of 146 :)
"wide" "200"
"tall" "80"
}
Any help will be appreciated!
Hi, I was wondering if anyone can help out shifting the hud layout for me... I have spent the last couple of hours trying but I cant figure out how to move everything that needs moving (such as the medic's current heal status thing (which I would like moved above the newly located health and ammo bar) and many of the item charge bars). I would like to shift the whole ammo, health, medic uber %, demo charge status, item charge statuses 46 pixels down. i.e:
HudWeaponAmmo
{
"fieldName" "HudWeaponAmmo"
"visible" "1"
"enabled" "1"
"xpos" "c-45"
"ypos" "r100" ### 100 instead of 146 :)
"wide" "200"
"tall" "80"
}
Any help will be appreciated!
RugtugbaBug with Hudas Iscariote:
When trying to unbox a crate with a Key you cant open the box
Image.
You're looking at page 9 in that image, try looking at other pages and try and find the crate, probably on page 1.
[quote=Rugtugba]Bug with Hudas Iscariote:
When trying to unbox a crate with a Key you cant open the box
[url=imgur.com/SXGSQLN]Image.[/url][/quote]
You're looking at page 9 in that image, try looking at other pages and try and find the crate, probably on page 1.
Hey guys! I've seen now in quite a few HUDs that the map's time left is displayed right below the round's time left, both on the top center. Would you think it's an interesting feature to add in HUDAS? Even as an extra, perhaps.
Hey guys! I've seen now in quite a few HUDs that the map's time left is displayed right below the round's time left, both on the top center. Would you think it's an interesting feature to add in HUDAS? Even as an extra, perhaps.
ZetosHey guys! I've seen now in quite a few HUDs that the map's time left is displayed right below the round's time left, both on the top center. Would you think it's an interesting feature to add in HUDAS? Even as an extra, perhaps.
Put this command in your autoexec tf_hud_show_servertimelimit 1
[quote=Zetos]Hey guys! I've seen now in quite a few HUDs that the map's time left is displayed right below the round's time left, both on the top center. Would you think it's an interesting feature to add in HUDAS? Even as an extra, perhaps.[/quote]
Put this command in your autoexec tf_hud_show_servertimelimit 1
Slayer6Put this command in your autoexec tf_hud_show_servertimelimit 1
Oh, didn't know it was a thing (thought it needed to mod a file to indicate where to show the timer. Guess it was already there). The more you know... Thanks for the tip!
[quote=Slayer6]Put this command in your autoexec tf_hud_show_servertimelimit 1[/quote]
Oh, didn't know it was a thing (thought it needed to mod a file to indicate where to show the timer. Guess it was already there). The more you know... Thanks for the tip!
This is a quickfix made to prevent crashes on backpack page, came with TF2 Update 9/25/14.
Place this resource file inside of your hud folder and overwrite it.
Download (Mediafire)
Apparently Valve fix this issue, so nothing to see here, move along!
[s]This is a quickfix made to prevent crashes on backpack page, came with [b]TF2 Update 9/25/14[/b].
Place this resource file inside of your hud folder and overwrite it.
[url=http://www.mediafire.com/download/vzg53q7cfr44un1]Download (Mediafire)[/url][/s]
Apparently Valve fix this issue, so nothing to see here, move along!
Downloading the version 1.5 through its site, the default Scoreboard and the ones as "ScoreBoard_6v6" and "ScoreBoard_9v9" are with proper dimensions and the text is fitting on MvM, but the ones I believe made by Redd0t a while back as alternative versions and were included in the .rar (ScoreBoard - 6v6 and ScoreBoard - 9v9) weren't updated accordingly, so they are messed up. Didn't check all the possible alternative boards. I believe they can be removed, so not to confuse anybody with too many options.
Downloading the version 1.5 through its site, the default Scoreboard and the ones as "ScoreBoard_6v6" and "ScoreBoard_9v9" are with proper dimensions and the text is fitting [b]on MvM[/b], but the ones I believe made by Redd0t a while back as alternative versions and were included in the .rar (ScoreBoard - 6v6 and ScoreBoard - 9v9) weren't updated accordingly, so they are messed up. Didn't check all the possible alternative boards. I believe they can be removed, so not to confuse anybody with too many options.
Eagerly awaiting the fixes for the things Scream Fortress broke this year. You guys always do good work :)
Eagerly awaiting the fixes for the things Scream Fortress broke this year. You guys always do good work :)
Just like oxo, waiting for the fixes that the Scream Fortress update introduced. I'll be using a different HUD until then because the broken stuff really bothers me :D
Just like oxo, waiting for the fixes that the Scream Fortress update introduced. I'll be using a different HUD until then because the broken stuff really bothers me :D
Not sure if this has been asked before, but how would I go about making Collector's items the correct color. They are currently the default green used on self-made/community items instead of red.
Not sure if this has been asked before, but how would I go about making Collector's items the correct color. They are currently the default green used on self-made/community items instead of red.
By downloading through the HUDAS site you get it with all the fixes, including this one. If you just want the hotfix alone, popcorp posted his a few pages back.
Download Link
By downloading through the HUDAS site you get it with all the fixes, including this one. If you just want the hotfix alone, [i]popcorp[/i] posted his a few pages back.
[url=http://www.mediafire.com/download/c9nykw2lh9nv1ov/HUD_Fix.rar]Download Link[/url]
I seem to be unable to see my ammo counters (both primary and secondary) is this just a problem on my end, something im doing wrong or just a bug? I have no other mods but this (my custom folder is completely empty except for this) and yes I am using the launcher
I seem to be unable to see my ammo counters (both primary and secondary) is this just a problem on my end, something im doing wrong or just a bug? I have no other mods but this (my custom folder is completely empty except for this) and yes I am using the launcher
Ok besides the green collector's items (which I could fix myself if I really cared enough), the only problem I have is that it doesn't look like anything has been created for MVM-specific UI elements, so I get a lot of purple textures when shooting robits.
Ok besides the green collector's items (which I could fix myself if I really cared enough), the only problem I have is that it doesn't look like anything has been created for MVM-specific UI elements, so I get a lot of purple textures when shooting robits.
fatswimdudeOk besides the green collector's items (which I could fix myself if I really cared enough), the only problem I have is that it doesn't look like anything has been created for MVM-specific UI elements, so I get a lot of purple textures when shooting robits.
Try downloading the latest version of HUDAS from the website: http://hudas.kinevonetwork.com/
[quote=fatswimdude]Ok besides the green collector's items (which I could fix myself if I really cared enough), the only problem I have is that it doesn't look like anything has been created for MVM-specific UI elements, so I get a lot of purple textures when shooting robits.[/quote]
Try downloading the latest version of HUDAS from the website: http://hudas.kinevonetwork.com/
Hi sorry if this is the wrong place but I have been having difficulty with the current HUD editing. I like to have my 3D player model in the bottom left corner. This works fine with all classes until I disguise as spy. After I disguise my 3D player model disappears when not disguised or when I play another class. This will stay not visible until I reload my HUD. If anyone could help I'd really appreciate it, Thanks.
Hi sorry if this is the wrong place but I have been having difficulty with the current HUD editing. I like to have my 3D player model in the bottom left corner. This works fine with all classes until I disguise as spy. After I disguise my 3D player model disappears when not disguised or when I play another class. This will stay not visible until I reload my HUD. If anyone could help I'd really appreciate it, Thanks.