LuxorHey there!
I love the new yahud-fl blue. Can anybody possibly lead me to a solution to make the reserved ammo color blue? I prefer this shade of blue with this html notation: 077df9.
https://github.com/whayay/yahud
In clientscheme.res change
"ya_AmmoReserve" "227 227 227 255"
to
"ya_AmmoReserve" "7 125 249 255"
[quote=Luxor]Hey there!
I love the new yahud-fl blue. Can anybody possibly lead me to a solution to make the reserved ammo color blue? I prefer this shade of blue with this html notation: 077df9.
https://github.com/whayay/yahud[/quote]
In clientscheme.res change [quote]"ya_AmmoReserve" "227 227 227 255" [/quote] to [quote]"ya_AmmoReserve" "7 125 249 255" [/quote]
instead of having the stretched out skulls, i want to put a block on top when dead, how to do that?
http://cloud-4.steampowered.com/ugc/38608076304885372/F4A1F6609B555787352D5DBA56E9D82919C68D15/
im also basically so retarded so explain it as tho u were explaining it to someone who is retarded pls
nvm
instead of having the stretched out skulls, i want to put a block on top when dead, how to do that?
[img]http://cloud-4.steampowered.com/ugc/38608076304885372/F4A1F6609B555787352D5DBA56E9D82919C68D15/[/img]
im also basically so retarded so explain it as tho u were explaining it to someone who is retarded pls
nvm
Hergan5Amp-tHey does anyone know how to add a marked for death icon ?
You will need to add this code to the end of hudplayerhealth.res "PlayerStatusMarkedForDeathImage"
{
"ControlName" "ImagePanel"
"fieldName" "PlayerStatusMarkedForDeathImage"
"xpos" "85"
"xpos_minmode" "70"
"ypos" "0"
"zpos" "7"
"wide" "32"
"tall" "32"
"visible" "1"
"enabled" "1"
"scaleImage" "1"
"image" "../vgui/marked_for_death"
"fgcolor" "TanDark"
}
"PlayerStatusMarkedForDeathSilentImage"
{
"ControlName" "ImagePanel"
"fieldName" "PlayerStatusMarkedForDeathSilentImage"
"xpos" "85"
"xpos_minmode" "70"
"ypos" "0"
"zpos" "7"
"wide" "31"
"tall" "31"
"visible" "1"
"enabled" "1"
"scaleImage" "1"
"image" "../vgui/marked_for_death"
"fgcolor" "TanDark"
}
thanks
[quote=Hergan5][quote=Amp-t]Hey does anyone know how to add a marked for death icon ?[/quote]
You will need to add this code to the end of hudplayerhealth.res
[quote] "PlayerStatusMarkedForDeathImage"
{
"ControlName" "ImagePanel"
"fieldName" "PlayerStatusMarkedForDeathImage"
"xpos" "85"
"xpos_minmode" "70"
"ypos" "0"
"zpos" "7"
"wide" "32"
"tall" "32"
"visible" "1"
"enabled" "1"
"scaleImage" "1"
"image" "../vgui/marked_for_death"
"fgcolor" "TanDark"
}
"PlayerStatusMarkedForDeathSilentImage"
{
"ControlName" "ImagePanel"
"fieldName" "PlayerStatusMarkedForDeathSilentImage"
"xpos" "85"
"xpos_minmode" "70"
"ypos" "0"
"zpos" "7"
"wide" "31"
"tall" "31"
"visible" "1"
"enabled" "1"
"scaleImage" "1"
"image" "../vgui/marked_for_death"
"fgcolor" "TanDark"
}
[/quote][/quote]
thanks
Yo can anyone tell me how i can make my scoreboard show more players? Currently it is 6v6 but i wanna make it show 16 players each team.
Thanks
Yo can anyone tell me how i can make my scoreboard show more players? Currently it is 6v6 but i wanna make it show 16 players each team.
Thanks
TimoYo can anyone tell me how i can make my scoreboard show more players? Currently it is 6v6 but i wanna make it show 16 players each team.
Thanks
Increase the tall value for RedPlayerList and BluePlayerlist in scoreboard.res. Might have to move some other things depending on the scoreboard to accommodate the increase.
[quote=Timo]Yo can anyone tell me how i can make my scoreboard show more players? Currently it is 6v6 but i wanna make it show 16 players each team.
Thanks[/quote]
Increase the tall value for RedPlayerList and BluePlayerlist in scoreboard.res. Might have to move some other things depending on the scoreboard to accommodate the increase.
nokkTimoYo can anyone tell me how i can make my scoreboard show more players? Currently it is 6v6 but i wanna make it show 16 players each team.
Thanks
Increase the tall value for RedPlayerList and BluePlayerlist in scoreboard.res. Might have to move some other things depending on the scoreboard to accommodate the increase.
Much easier solution is probably cl_hud_minmode 0 ;)
[quote=nokk][quote=Timo]Yo can anyone tell me how i can make my scoreboard show more players? Currently it is 6v6 but i wanna make it show 16 players each team.
Thanks[/quote]
Increase the tall value for RedPlayerList and BluePlayerlist in scoreboard.res. Might have to move some other things depending on the scoreboard to accommodate the increase.[/quote]
Much easier solution is probably cl_hud_minmode 0 ;)
Oh yeah haha. I just assumed he wanted to make the 6v6 version be 16v16 instead.
Oh yeah haha. I just assumed he wanted to make the 6v6 version be 16v16 instead.
can someone get me this hud ?
http://www.twitch.tv/7wan/b/592549294
i want the specguihealth mod thingy
can someone get me this hud ?
http://www.twitch.tv/7wan/b/592549294
i want the specguihealth mod thingy
mousiopecan someone get me this hud ?
http://www.twitch.tv/7wan/b/592549294
i want the specguihealth mod thingy
http://tf2.gamebanana.com/guis/28378
Don't really know if it's updated to the current TF2 but there it is
[quote=mousiope]can someone get me this hud ?
http://www.twitch.tv/7wan/b/592549294
i want the specguihealth mod thingy[/quote]
http://tf2.gamebanana.com/guis/28378
Don't really know if it's updated to the current TF2 but there it is
http://imgur.com/tEbrocW
what hitmarker? dl plz
tasathttp://imgur.com/tEbrocW
what hitmarker? dl plz
There isn't some magical toggle for turning on hit markers, just take a look at the huds that have them and try doing the same to your hud. First, you install the font with the desired hitmarker, then you enable it in your HUD/scripts/hudlayout.res in a similar way to this:
"Crosshair"
{
"controlName" "CExLabel"
"fieldName" "Crosshair"
"visible" "1"
"enabled" "1"
"zpos" "1"
"xpos" "c-12"
"ypos" "c-15"
"wide" "24"
"tall" "25"
"font" "YourFont"
"labelText" "+"
"fgcolor" "0 0 0 0"
"textAlignment" "center"
}
Then you go to HUD/scripts/hudanimations.txt, you go to the section 'event DamagedPlayer' and you animate your hitmarker in a way so that it appears when damaging an enemy player, like this:
Animate Crosshair FgColor "255 255 255 255" Linear 0.0 0.0
Animate Crosshair FgColor "0 0 0 0" Linear 0.15 0.0
Hope this helps
[quote=tasat]http://imgur.com/tEbrocW
what hitmarker? dl plz[/quote]
There isn't some magical toggle for turning on hit markers, just take a look at the huds that have them and try doing the same to your hud. First, you install the font with the desired hitmarker, then you enable it in your HUD/scripts/hudlayout.res in a similar way to this:
"Crosshair"
{
"controlName" "CExLabel"
"fieldName" "Crosshair"
"visible" "1"
"enabled" "1"
"zpos" "1"
"xpos" "c-12"
"ypos" "c-15"
"wide" "24"
"tall" "25"
"font" "YourFont"
"labelText" "+"
"fgcolor" "0 0 0 0"
"textAlignment" "center"
}
Then you go to HUD/scripts/hudanimations.txt, you go to the section 'event DamagedPlayer' and you animate your hitmarker in a way so that it appears when damaging an enemy player, like this:
Animate Crosshair FgColor "255 255 255 255" Linear 0.0 0.0
Animate Crosshair FgColor "0 0 0 0" Linear 0.15 0.0
Hope this helps
http://puu.sh/daqU3/ffa536a800.jpg
How do i move the black background behind the individual charge meters?
[img]http://puu.sh/daqU3/ffa536a800.jpg[/img]
How do i move the black background behind the individual charge meters?
m0nkei
How do i move the black background behind the individual charge meters?
It's in hudmediccharge.res called IndividualChargesLabelShadow.
[quote=m0nkei]
How do i move the black background behind the individual charge meters?[/quote]
It's in hudmediccharge.res called IndividualChargesLabelShadow.
Hergan5m0nkei
How do i move the black background behind the individual charge meters?
It's in hudmediccharge.res called IndividualChargesLabelShadow.
Thank you.
[quote=Hergan5][quote=m0nkei]
How do i move the black background behind the individual charge meters?[/quote]
It's in hudmediccharge.res called IndividualChargesLabelShadow.[/quote]
Thank you.
Im using broeselHUD and was wondering if I can move the floating damage numbers up and to the right a bit from where they usually pop up.
Im using broeselHUD and was wondering if I can move the floating damage numbers up and to the right a bit from where they usually pop up.
How do I change the overhead health text of an ally back to the default cross? I don't know that to look for.
How do I change the overhead health text of an ally back to the default cross? I don't know that to look for.
TheMann88888888How do I change the overhead health text of an ally back to the default cross? I don't know that to look for.
If you're talking about the floating health numbers, there's an option to go back to the old stlye in Advanced Options. That or type tf_hud_target_id_disable_floating_health 1 in console.
[quote=TheMann88888888]How do I change the overhead health text of an ally back to the default cross? I don't know that to look for.[/quote]
If you're talking about the floating health numbers, there's an option to go back to the old stlye in Advanced Options. That or type tf_hud_target_id_disable_floating_health 1 in console.
Does anyone know what might be causing the mvm wave icons to move up when I turn minmode on? Theres no x_minmode or anything like that in any of the mvm hud files, just health and ammo and democharge. Ex:
minmode off
http://cloud-4.steampowered.com/ugc/28474977258549756/CE005BE4F13A59D00C0D1337B6769ED29A1D1C67/
minmode on
http://cloud-4.steampowered.com/ugc/28474977258548710/D6F00A307BB25AED2D7D747D83B9B787C55A26C1/
On a side note, does anyone know what is making the class icons in the mvm wave panel so white?
Edit: figured out what was making the class icons white, also figured out what res files affect the wave display, but none have minmode values in them.
Does anyone know what might be causing the mvm wave icons to move up when I turn minmode on? Theres no x_minmode or anything like that in any of the mvm hud files, just health and ammo and democharge. Ex:
minmode off
[img]http://cloud-4.steampowered.com/ugc/28474977258549756/CE005BE4F13A59D00C0D1337B6769ED29A1D1C67/[/img]
minmode on
[img]http://cloud-4.steampowered.com/ugc/28474977258548710/D6F00A307BB25AED2D7D747D83B9B787C55A26C1/[/img]
On a side note, does anyone know what is making the class icons in the mvm wave panel so white?
Edit: figured out what was making the class icons white, also figured out what res files affect the wave display, but none have minmode values in them.
neeko_How do I lower the number of stickies placed on m0res hud? im trying to get the number right above the meter but the number is alot higher
Is HudDemomanPipes change the X and Y value of NumPipesLabel and NumPipesLabelDropshadow
[quote=neeko_]How do I lower the number of stickies placed on m0res hud? im trying to get the number right above the meter but the number is alot higher[/quote]
Is HudDemomanPipes change the X and Y value of NumPipesLabel and NumPipesLabelDropshadow
I need some help. What I'm trying to do is remove the spectator side bar thing completely, but I can't seem to. I've tried setting everything visible to 0 in spectatortournament.res
http://i.imgur.com/KvmNpYR.png
Does it have something to do with the default files?
I need some help. What I'm trying to do is remove the spectator side bar thing completely, but I can't seem to. I've tried setting everything visible to 0 in spectatortournament.res
[img]http://i.imgur.com/KvmNpYR.png[/img]
Does it have something to do with the default files?
MoistMelonsI need some help. What I'm trying to do is remove the spectator side bar thing completely, but I can't seem to. I've tried setting everything visible to 0 in spectatortournament.res
http://i.imgur.com/KvmNpYR.png
Does it have something to do with the default files?
Sometimes turning visible to 0 won't actually disable that element, try setting all the xpos values to 9999
[quote=MoistMelons]I need some help. What I'm trying to do is remove the spectator side bar thing completely, but I can't seem to. I've tried setting everything visible to 0 in spectatortournament.res
[img]http://i.imgur.com/KvmNpYR.png[/img]
Does it have something to do with the default files?[/quote]
Sometimes turning visible to 0 won't actually disable that element, try setting all the xpos values to 9999
Bunch of quick questions (that I assume that the answers are it is impossible):
Can you change console history text color besides text that you have typed yourself?
Can you change the console default position/size?
Can you add a border to the server browser, console, and options panels?
Can you change the background of the options keyboard tab background (where the key bindings themselves are)?
Can you change the achievement panel's achievement list colors (in particular the background that exists around the picture and the show achievement on HUD text)?
Can you change (remove/add/move) buttons on the main menu using minmode?
Bunch of quick questions (that I assume that the answers are it is impossible):
Can you change console history text color besides text that you have typed yourself?
Can you change the console default position/size?
Can you add a border to the server browser, console, and options panels?
Can you change the background of the options keyboard tab background (where the key bindings themselves are)?
Can you change the achievement panel's achievement list colors (in particular the background that exists around the picture and the show achievement on HUD text)?
Can you change (remove/add/move) buttons on the main menu using minmode?
b4stianMoistMelonsI need some help. What I'm trying to do is remove the spectator side bar thing completely, but I can't seem to. I've tried setting everything visible to 0 in spectatortournament.res
pic
Does it have something to do with the default files?
Sometimes turning visible to 0 won't actually disable that element, try setting all the xpos values to 9999
Thanks a lot, it worked :)
[quote=b4stian][quote=MoistMelons]I need some help. What I'm trying to do is remove the spectator side bar thing completely, but I can't seem to. I've tried setting everything visible to 0 in spectatortournament.res
[img]pic[/img]
Does it have something to do with the default files?[/quote]
Sometimes turning visible to 0 won't actually disable that element, try setting all the xpos values to 9999[/quote]
Thanks a lot, it worked :)
How do I make the default backgrounds square instead of the weird shape they are?
http://i.imgur.com/0lLGFyM.jpg
How do I make the default backgrounds square instead of the weird shape they are?
[img]http://i.imgur.com/0lLGFyM.jpg[/img]
Stochast1cBunch of quick questions
I can tell you that you can't change buttons on the main menu with minmode, specifically because the main menu can't hud_reloadscheme, which minmode essentially does.
I'm not at home right now so I can't go through the console stuff, but I'm fairly sure it's all possible, other than the position/size of the console.
[quote=Stochast1c]Bunch of quick questions[/quote]
I can tell you that you can't change buttons on the main menu with minmode, specifically because the main menu can't hud_reloadscheme, which minmode essentially does.
I'm not at home right now so I can't go through the console stuff, but I'm fairly sure it's all possible, other than the position/size of the console.
omniStochast1cBunch of quick questions
I can tell you that you can't change buttons on the main menu with minmode, specifically because the main menu can't hud_reloadscheme, which minmode essentially does.
I'm not at home right now so I can't go through the console stuff, but I'm fairly sure it's all possible, other than the position/size of the console.
Thank you. That means the only way to change things on the main menu is with the OnlyInGame and OnlyAtMenu commands, correct? Related to that, can you use those commands on non-buttons (editablepanels, labels, etc.)?
[quote=omni][quote=Stochast1c]Bunch of quick questions[/quote]
I can tell you that you can't change buttons on the main menu with minmode, specifically because the main menu can't hud_reloadscheme, which minmode essentially does.
I'm not at home right now so I can't go through the console stuff, but I'm fairly sure it's all possible, other than the position/size of the console.[/quote]
Thank you. That means the only way to change things on the main menu is with the OnlyInGame and OnlyAtMenu commands, correct? Related to that, can you use those commands on non-buttons (editablepanels, labels, etc.)?
Stochast1cThank you. That means the only way to change things on the main menu is with the OnlyInGame and OnlyAtMenu commands, correct? Related to that, can you use those commands on non-buttons (editablepanels, labels, etc.)?
From my experience, no. But you can use those buttons to replace things like backgrounds and text, by adding a blank font (AdobeBlank is a good choice) and having the "command" be "echo". I found that not having a command on buttons that you only want to show at menu/in game tends to make them not show up properly.
Example from MainMenuOverride:
"NotoColor"
{
"ControlName" "EditablePanel"
"fieldname" "NotoColor"
"xpos" "0"
"ypos" "0"
"zpos" "-199"
"wide" "f0"
"tall" "f0"
"visible" "1"
"SubButton"
{
"ControlName" "CExImageButton"
"fieldName" "SubButton"
"xpos" "0"
"ypos" "0"
"wide" "f0"
"tall" "f0"
"autoResize" "0"
"pinCorner" "3"
"visible" "1"
"enabled" "1"
"tabPosition" "0"
"textinsetx" "0"
"textinsety" "0"
"use_proportional_insets" "0"
"font" "BlankFont"
"textAlignment" "center"
"dulltext" "0"
"brighttext" "0"
"default" "1"
"paintbackground" "1"
"defaultFgColor_override" "0 0 0 0"
"armedFgColor_override" "0 0 0 0"
"depressedFgColor_override" "0 0 0 0"
"defaultBgColor_override" "NotoMenuBackground"
"armedBgColor_override" "NotoMenuBackground"
"depressedBgColor_override" "NotoMenuBackground"
"SubImage"
{
"ControlName" "ImagePanel"
"fieldName" "SubImage"
"xpos" "9999"
"ypos" "4"
"zpos" "1"
"wide" "12"
"tall" "12"
"visible" "1"
"enabled" "1"
"image" "glyph_create"
"scaleImage" "1"
}
}
}
And GameMenu.res
"NotoColor"
{
"label" "."
"command" "echo"
"OnlyAtMenu" "1"
}
If you need a hand with anything else to do with those kinds of things, let me know.
[quote=Stochast1c]Thank you. That means the only way to change things on the main menu is with the OnlyInGame and OnlyAtMenu commands, correct? Related to that, can you use those commands on non-buttons (editablepanels, labels, etc.)?[/quote]
From my experience, no. But you can use those buttons to replace things like backgrounds and text, by adding a blank font (AdobeBlank is a good choice) and having the "command" be "echo". I found that not having a command on buttons that you only want to show at menu/in game tends to make them not show up properly.
Example from MainMenuOverride:
[code]"NotoColor"
{
"ControlName" "EditablePanel"
"fieldname" "NotoColor"
"xpos" "0"
"ypos" "0"
"zpos" "-199"
"wide" "f0"
"tall" "f0"
"visible" "1"
"SubButton"
{
"ControlName" "CExImageButton"
"fieldName" "SubButton"
"xpos" "0"
"ypos" "0"
"wide" "f0"
"tall" "f0"
"autoResize" "0"
"pinCorner" "3"
"visible" "1"
"enabled" "1"
"tabPosition" "0"
"textinsetx" "0"
"textinsety" "0"
"use_proportional_insets" "0"
"font" "BlankFont"
"textAlignment" "center"
"dulltext" "0"
"brighttext" "0"
"default" "1"
"paintbackground" "1"
"defaultFgColor_override" "0 0 0 0"
"armedFgColor_override" "0 0 0 0"
"depressedFgColor_override" "0 0 0 0"
"defaultBgColor_override" "NotoMenuBackground"
"armedBgColor_override" "NotoMenuBackground"
"depressedBgColor_override" "NotoMenuBackground"
"SubImage"
{
"ControlName" "ImagePanel"
"fieldName" "SubImage"
"xpos" "9999"
"ypos" "4"
"zpos" "1"
"wide" "12"
"tall" "12"
"visible" "1"
"enabled" "1"
"image" "glyph_create"
"scaleImage" "1"
}
}
}[/code]
And GameMenu.res
[code]"NotoColor"
{
"label" "."
"command" "echo"
"OnlyAtMenu" "1"
}[/code]
If you need a hand with anything else to do with those kinds of things, let me know.