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HUD editing: short questions, quick answers
posted in Customization
1051
#1051
-1 Frags +
ninjajiroHow would I go about moving this? (building status when dead)
Its currently overlapping with my chat.

Any help is appreciated!

Move your chat?...

[quote=ninjajiro]How would I go about moving [url=http://imgur.com/X8iIXjo]this[/url]? (building status when dead)
Its currently overlapping with my chat.

Any help is appreciated![/quote]
Move your chat?...
1052
#1052
-1 Frags +
b4stianninjajiroHow would I go about moving this? (building status when dead)
Its currently overlapping with my chat.

Any help is appreciated!
Move your chat?...

Well, I could, but I like it in the top left where it is overlapping. :P
Is there anyway to move it?

[quote=b4stian][quote=ninjajiro]How would I go about moving [url=http://imgur.com/X8iIXjo]this[/url]? (building status when dead)
Its currently overlapping with my chat.

Any help is appreciated![/quote]
Move your chat?...[/quote]
Well, I could, but I like it in the top left where it is overlapping. :P
Is there anyway to move it?
1053
#1053
-1 Frags +

Does anyone know what hud is this? http://cloud-4.steamusercontent.com/ugc/920139885358471856/692E81EDA392610E9227FF3C6D928B638F70719B/

Does anyone know what hud is this? http://cloud-4.steamusercontent.com/ugc/920139885358471856/692E81EDA392610E9227FF3C6D928B638F70719B/
1054
#1054
0 Frags +
ninjajiroHow would I go about moving this? (building status when dead)
Its currently overlapping with my chat.

Any help is appreciated!

you moved the building stuff from the hudlayout im assuming, what u need to do is edit it from each individual pile

[quote=ninjajiro]How would I go about moving [url=http://imgur.com/X8iIXjo]this[/url]? (building status when dead)
Its currently overlapping with my chat.

Any help is appreciated![/quote]
you moved the building stuff from the hudlayout im assuming, what u need to do is edit it from each individual pile
1055
#1055
0 Frags +
AleXMr_Harvard@ Post 1042
for the white box i would have to see the code, but its probably something enabled you happened to have missed
depends, does the %act only show when u hud reloadscheme? if its like taht all the time then i would have to see the code, and assume that the labelText is wrong
%act apears all the time and how can i show u the code

make it into a pastebin

[quote=AleX][quote=Mr_Harvard]@ Post 1042
for the white box i would have to see the code, but its probably something enabled you happened to have missed
depends, does the %act only show when u hud reloadscheme? if its like taht all the time then i would have to see the code, and assume that the labelText is wrong[/quote]
%act apears all the time and how can i show u the code[/quote]
make it into a pastebin
1056
#1056
-1 Frags +
NoosaDoes anyone know what hud is this? http://cloud-4.steamusercontent.com/ugc/920139885358471856/692E81EDA392610E9227FF3C6D928B638F70719B/

It's Garm3n-OLP

[quote=Noosa]Does anyone know what hud is this? http://cloud-4.steamusercontent.com/ugc/920139885358471856/692E81EDA392610E9227FF3C6D928B638F70719B/[/quote]
It's Garm3n-OLP
1057
#1057
-1 Frags +
Mr_HarvardninjajiroHow would I go about moving this? (building status when dead)
Its currently overlapping with my chat.

Any help is appreciated!
you moved the building stuff from the hudlayout im assuming, what u need to do is edit it from each individual pile

Ok, That was also my guess. Thanks!

[quote=Mr_Harvard][quote=ninjajiro]How would I go about moving [url=http://imgur.com/X8iIXjo]this[/url]? (building status when dead)
Its currently overlapping with my chat.

Any help is appreciated![/quote]
you moved the building stuff from the hudlayout im assuming, what u need to do is edit it from each individual pile[/quote]
Ok, That was also my guess. Thanks!
1058
#1058
-1 Frags +

Could someone inform me on how fonts out of clientscheme.res are selected by the engine. My HUD is a bit of a mashup, so I have a lot of different font entries and recently I have been experiencing issues of certain fonts not showing up. I have remedied this by moving the certain font instance higher up in the ordering. If I can't control the selection is there a way besides going through each .res file to determine which instances are loading and which aren't in an attempt to weed out some unused instances.

Could someone inform me on how fonts out of clientscheme.res are selected by the engine. My HUD is a bit of a mashup, so I have a lot of different font entries and recently I have been experiencing issues of certain fonts not showing up. I have remedied this by moving the certain font instance higher up in the ordering. If I can't control the selection is there a way besides going through each .res file to determine which instances are loading and which aren't in an attempt to weed out some unused instances.
1059
#1059
-1 Frags +

I've never heard of a problem like that, how many different custom fonts do you have defined at the bottom of your clientscheme?

I've never heard of a problem like that, how many different custom fonts do you have defined at the bottom of your clientscheme?
1060
#1060
-1 Frags +
_KermitI've never heard of a problem like that, how many different custom fonts do you have defined at the bottom of your clientscheme?

45, There are about 7 I am certain I am not using, and have already disabled them. Using most somewhere. Each has like a dozen iterations which I don't think I am using all of which.

[quote=_Kermit]I've never heard of a problem like that, how many different custom fonts do you have defined at the bottom of your clientscheme?[/quote]
45, There are about 7 I am certain I am not using, and have already disabled them. Using most somewhere. Each has like a dozen iterations which I don't think I am using all of which.
1061
#1061
-1 Frags +

Hi I got a question can you make 2 uber bar like one on the top one on the bottom Thanks

Hi I got a question can you make 2 uber bar like one on the top one on the bottom Thanks
1062
#1062
-1 Frags +

`

`
1063
#1063
-1 Frags +
snuffleupagusanyone know how to edit the backgrounds on the kill and death so they are gone?

http://steamcommunity.com/id/hi_allen/screenshot/35241878925371582

Scoreboard.res. It should be "killsbackground", "killsBG" or something like that. It'd help if you posted your scoreboard.res.

[quote=snuffleupagus]anyone know how to edit the backgrounds on the kill and death so they are gone?

http://steamcommunity.com/id/hi_allen/screenshot/35241878925371582[/quote]

Scoreboard.res. It should be "killsbackground", "killsBG" or something like that. It'd help if you posted your scoreboard.res.
1064
#1064
0 Frags +
Lucky_BenderHi I got a question can you make 2 uber bar like one on the top one on the bottom Thanks

yea essentially u just copy the code of the uber charge itself, rename it, and then move it to where u would like it

[quote=Lucky_Bender]Hi I got a question can you make 2 uber bar like one on the top one on the bottom Thanks[/quote]
yea essentially u just copy the code of the uber charge itself, rename it, and then move it to where u would like it
1065
#1065
-1 Frags +

Hey guys, I need some help with this Screenshot .

I'm guessing it's something in the Spectator.res but I didn't have the chance to vgui_drawtree 1 it :/
it seems like it's only there when you actually spec a player, not when you check their inventory via the f key.

Thanks in advance c:

Hey guys, I need some help with this [url=http://i.imgur.com/WqHMFkR.jpg]Screenshot[/url] .

I'm guessing it's something in the Spectator.res but I didn't have the chance to vgui_drawtree 1 it :/
it seems like it's only there when you actually spec a player, not when you check their inventory via the f key.

Thanks in advance c:
1066
#1066
-1 Frags +

http://steamcommunity.com/sharedfiles/filedetails/?id=420118178

How do I make the off-center timer background thing at the top go away?

http://steamcommunity.com/sharedfiles/filedetails/?id=420118178

How do I make the off-center timer background thing at the top go away?
1067
#1067
0 Frags +
Glophttp://steamcommunity.com/sharedfiles/filedetails/?id=420118178

How do I make the off-center timer background thing at the top go away?

open the HudObjectiveTimePanel.res and change the xpos of TimePanelBG to 9999

[quote=Glop]http://steamcommunity.com/sharedfiles/filedetails/?id=420118178

How do I make the off-center timer background thing at the top go away?[/quote]

open the HudObjectiveTimePanel.res and change the xpos of TimePanelBG to 9999
1068
#1068
-3 Frags +
Mr_HarvardLucky_BenderHi I got a question can you make 2 uber bar like one on the top one on the bottom Thanksyea essentially u just copy the code of the uber charge itself, rename it, and then move it to where u would like it

Thanks
Wait what do i rename

My Medic charge res

{
"MedicBG"
{
"ControlName" "ImagePanel"
"fieldName" "MedicBG"
"xpos" "c175"
"ypos" "c148"
"zpos" "1"
"wide" "100"
"tall" "10"
"autoResize" "0"
"pinCorner" "0"
"visible" "0"
"enabled" "1"
"fillcolor" "220 220 220 180"
}
"TitleUber"
{
"ControlName" "CExLabel"
"fieldName" "TitleUber"
"xpos" "c182"
"ypos" "c138"
"zpos" "2"
"wide" "100"
"tall" "10"
"autoResize" "0"
"pinCorner" "0"
"visible" "1"
"enabled" "1"
"textAlignment" "west"
"Labeltext" "Prepare To Slay"
"font" "solFontBold12"
"fgcolor_override" "Uber"
}
"ChargeMeter"
{
"ControlName" "ContinuousProgressBar"
"fieldName" "ChargeMeter"
"font" "Default"
"xpos" "175"
"ypos" "460"
"zpos" "-2"
"wide" "700"
"tall" "30"
"autoResize" "0"
"pinCorner" "0"
"visible" "1"
"enabled" "1"
"textAlignment" "Left"
"bgcolor_override" "0 0 0 140"
"fgcolor_override" "Uber"
"dulltext" "0"
"brighttext" "0"
}
"ChargeLabel"
{
"ControlName" "CExLabel"
"fieldName" "ChargeLabel"
"xpos" "c170"
"ypos" "c96" // "311"
"zpos" "27"
"wide" "95"
"tall" "44"
"autoResize" "1"
"pinCorner" "2"
"visible" "1"
"enabled" "1"
"tabPosition" "0"
"labelText" "#TF_UberchargeMinHUD"
"textAlignment" "center"
"dulltext" "0"
"brighttext" "0"
"font" "Font3"
"fgcolor" "uber"
}
"ChargeLabelShadow"
{
"ControlName" "CExLabel"
"fieldName" "ChargeLabelShadow"
"xpos" "c82"
"ypos" "9999" // "312"
"zpos" "-2"
"wide" "140"
"tall" "44"
"autoResize" "1"
"pinCorner" "2"
"visible" "1"
"enabled" "1"
"tabPosition" "0"
"labelText" "#TF_UberchargeMinHUD"
"textAlignment" "west"
"dulltext" "0"
"brighttext" "0"
"font" "solFontBold40"
"fgcolor" "HudShadow"
}
// The vaccinator resist icon FORCES the xpos to be 0 and ypos to be -25,
// so to get around this, we create ResistIconAnchor to determine the resist
// icon placement, and then pin the icon to it.
"ResistIconAnchor"
{
"ControlName" "EditablePanel"
"fieldName" "ResistIconAnchor"
"xpos" "c175"
"ypos" "c79"
"wide" "23"
"tall" "23"
"visible" "1"
"enabled" "1"
}
"ResistIcon"
{
"ControlName" "ImagePanel"
"fieldName" "ResistIcon"
"xpos" "0"
"ypos" "0"
"wide" "25"
"tall" "25"
"visible" "1"
"enabled" "1"
"image" "../HUD/defense_buff_bullet_blue"
"scaleImage" "1"
"pin_to_sibling" "ResistIconAnchor"
"pin_corner_to_sibling" "1"
"pin_to_sibling_corner" "1"
}
"IndividualChargesLabel"
{
"ControlName" "CExLabel"
"fieldName" "IndividualChargesLabel"
"xpos" "c98"
"ypos" "9999"
"zpos" "15"
"wide" "95"
"tall" "45"
"autoResize" "1"
"pinCorner" "2"
"visible" "1"
"enabled" "1"
"tabPosition" "0"
"wrap" "1"
"labelText" "#TF_IndividualUberchargesMinHUD"
"fgcolor" "HUDOffWhite"
"textAlignment" "center"
"dulltext" "0"
"brighttext" "0"
"font" "BoldNumbers54"
}

"ChargeMeter1"
{
"ControlName" "ContinuousProgressBar"
"fieldName" "ChargeMeter1"
"font" "Default"
"xpos" "c175"
"ypos" "c106"
"zpos" "-4"
"wide" "49"
"tall" "20"
"autoResize" "0"
"pinCorner" "0"
"visible" "1"
"enabled" "1"
"textAlignment" "Left"
"bgcolor_override" "DarkGray"
"fgcolor_override" "White"
"dulltext" "0"
"brighttext" "0"
}

"ChargeMeter2"
{
"ControlName" "ContinuousProgressBar"
"fieldName" "ChargeMeter2"
"font" "Default"
"xpos" "c226"
"ypos" "c106"
"zpos" "-3"
"wide" "49"
"tall" "20"
"autoResize" "0"
"pinCorner" "0"
"visible" "1"
"enabled" "1"
"textAlignment" "Left"
"bgcolor_override" "DarkGray"
"fgcolor_override" "White"
"dulltext" "0"
"brighttext" "0"
}

"ChargeMeter3"
{
"ControlName" "ContinuousProgressBar"
"fieldName" "ChargeMeter3"
"font" "Default"
"xpos" "c175"
"ypos" "c128"
"zpos" "-4"
"wide" "49"
"tall" "20"
"autoResize" "0"
"pinCorner" "0"
"visible" "1"
"enabled" "1"
"textAlignment" "Left"
"bgcolor_override" "DarkGray"
"fgcolor_override" "White"
"dulltext" "0"
"brighttext" "0"
}

"ChargeMeter4"
{
"ControlName" "ContinuousProgressBar"
"fieldName" "ChargeMeter4"
"font" "Default"
"xpos" "c226"
"ypos" "c128"
"zpos" "-4"
"wide" "49"
"tall" "20"
"autoResize" "0"
"pinCorner" "0"
"visible" "1"
"enabled" "1"
"textAlignment" "Left"
"bgcolor_override" "DarkGray"
"fgcolor_override" "White"
"dulltext" "0"
"brighttext" "0"
}
}

[quote=Mr_Harvard][quote=Lucky_Bender]Hi I got a question can you make 2 uber bar like one on the top one on the bottom Thanks[/quote]
yea essentially u just copy the code of the uber charge itself, rename it, and then move it to where u would like it[/quote]

Thanks
Wait what do i rename

My Medic charge res

{
"MedicBG"
{
"ControlName" "ImagePanel"
"fieldName" "MedicBG"
"xpos" "c175"
"ypos" "c148"
"zpos" "1"
"wide" "100"
"tall" "10"
"autoResize" "0"
"pinCorner" "0"
"visible" "0"
"enabled" "1"
"fillcolor" "220 220 220 180"
}
"TitleUber"
{
"ControlName" "CExLabel"
"fieldName" "TitleUber"
"xpos" "c182"
"ypos" "c138"
"zpos" "2"
"wide" "100"
"tall" "10"
"autoResize" "0"
"pinCorner" "0"
"visible" "1"
"enabled" "1"
"textAlignment" "west"
"Labeltext" "Prepare To Slay"
"font" "solFontBold12"
"fgcolor_override" "Uber"
}
"ChargeMeter"
{
"ControlName" "ContinuousProgressBar"
"fieldName" "ChargeMeter"
"font" "Default"
"xpos" "175"
"ypos" "460"
"zpos" "-2"
"wide" "700"
"tall" "30"
"autoResize" "0"
"pinCorner" "0"
"visible" "1"
"enabled" "1"
"textAlignment" "Left"
"bgcolor_override" "0 0 0 140"
"fgcolor_override" "Uber"
"dulltext" "0"
"brighttext" "0"
}
"ChargeLabel"
{
"ControlName" "CExLabel"
"fieldName" "ChargeLabel"
"xpos" "c170"
"ypos" "c96" // "311"
"zpos" "27"
"wide" "95"
"tall" "44"
"autoResize" "1"
"pinCorner" "2"
"visible" "1"
"enabled" "1"
"tabPosition" "0"
"labelText" "#TF_UberchargeMinHUD"
"textAlignment" "center"
"dulltext" "0"
"brighttext" "0"
"font" "Font3"
"fgcolor" "uber"
}
"ChargeLabelShadow"
{
"ControlName" "CExLabel"
"fieldName" "ChargeLabelShadow"
"xpos" "c82"
"ypos" "9999" // "312"
"zpos" "-2"
"wide" "140"
"tall" "44"
"autoResize" "1"
"pinCorner" "2"
"visible" "1"
"enabled" "1"
"tabPosition" "0"
"labelText" "#TF_UberchargeMinHUD"
"textAlignment" "west"
"dulltext" "0"
"brighttext" "0"
"font" "solFontBold40"
"fgcolor" "HudShadow"
}
// The vaccinator resist icon FORCES the xpos to be 0 and ypos to be -25,
// so to get around this, we create ResistIconAnchor to determine the resist
// icon placement, and then pin the icon to it.
"ResistIconAnchor"
{
"ControlName" "EditablePanel"
"fieldName" "ResistIconAnchor"
"xpos" "c175"
"ypos" "c79"
"wide" "23"
"tall" "23"
"visible" "1"
"enabled" "1"
}
"ResistIcon"
{
"ControlName" "ImagePanel"
"fieldName" "ResistIcon"
"xpos" "0"
"ypos" "0"
"wide" "25"
"tall" "25"
"visible" "1"
"enabled" "1"
"image" "../HUD/defense_buff_bullet_blue"
"scaleImage" "1"
"pin_to_sibling" "ResistIconAnchor"
"pin_corner_to_sibling" "1"
"pin_to_sibling_corner" "1"
}
"IndividualChargesLabel"
{
"ControlName" "CExLabel"
"fieldName" "IndividualChargesLabel"
"xpos" "c98"
"ypos" "9999"
"zpos" "15"
"wide" "95"
"tall" "45"
"autoResize" "1"
"pinCorner" "2"
"visible" "1"
"enabled" "1"
"tabPosition" "0"
"wrap" "1"
"labelText" "#TF_IndividualUberchargesMinHUD"
"fgcolor" "HUDOffWhite"
"textAlignment" "center"
"dulltext" "0"
"brighttext" "0"
"font" "BoldNumbers54"
}

"ChargeMeter1"
{
"ControlName" "ContinuousProgressBar"
"fieldName" "ChargeMeter1"
"font" "Default"
"xpos" "c175"
"ypos" "c106"
"zpos" "-4"
"wide" "49"
"tall" "20"
"autoResize" "0"
"pinCorner" "0"
"visible" "1"
"enabled" "1"
"textAlignment" "Left"
"bgcolor_override" "DarkGray"
"fgcolor_override" "White"
"dulltext" "0"
"brighttext" "0"
}

"ChargeMeter2"
{
"ControlName" "ContinuousProgressBar"
"fieldName" "ChargeMeter2"
"font" "Default"
"xpos" "c226"
"ypos" "c106"
"zpos" "-3"
"wide" "49"
"tall" "20"
"autoResize" "0"
"pinCorner" "0"
"visible" "1"
"enabled" "1"
"textAlignment" "Left"
"bgcolor_override" "DarkGray"
"fgcolor_override" "White"
"dulltext" "0"
"brighttext" "0"
}

"ChargeMeter3"
{
"ControlName" "ContinuousProgressBar"
"fieldName" "ChargeMeter3"
"font" "Default"
"xpos" "c175"
"ypos" "c128"
"zpos" "-4"
"wide" "49"
"tall" "20"
"autoResize" "0"
"pinCorner" "0"
"visible" "1"
"enabled" "1"
"textAlignment" "Left"
"bgcolor_override" "DarkGray"
"fgcolor_override" "White"
"dulltext" "0"
"brighttext" "0"
}

"ChargeMeter4"
{
"ControlName" "ContinuousProgressBar"
"fieldName" "ChargeMeter4"
"font" "Default"
"xpos" "c226"
"ypos" "c128"
"zpos" "-4"
"wide" "49"
"tall" "20"
"autoResize" "0"
"pinCorner" "0"
"visible" "1"
"enabled" "1"
"textAlignment" "Left"
"bgcolor_override" "DarkGray"
"fgcolor_override" "White"
"dulltext" "0"
"brighttext" "0"
}
}
1069
#1069
-1 Frags +
Lucky_Benderwhat do I rename?

ChargeMeter (the one without numbers)
Also please use pastebin next time

[quote=Lucky_Bender]what do I rename?[/quote]
ChargeMeter (the one without numbers)
Also please use pastebin next time
1070
#1070
0 Frags +

How do I get rid of this panel?

PIC

Thanks Alchemist.

How do I get rid of this panel?

[s][url=http://i.imgur.com/3UMi4fS.jpg]PIC[/url][/s]

Thanks Alchemist.
1071
#1071
-2 Frags +
KhanTF2Lucky_Benderwhat do I rename?ChargeMeter (the one without numbers)
Also please use pastebin next time

Oh ok sorry im new

[quote=KhanTF2][quote=Lucky_Bender]what do I rename?[/quote]
ChargeMeter (the one without numbers)
Also please use pastebin next time[/quote]

Oh ok sorry im new
1072
#1072
0 Frags +
hawlerHow do I get rid of this panel?

PIC

Sv_cheats 1; vgui_drawtree 1 then see what element it is and change the visibility to 0 I suppose

[quote=hawler][size=14]How do I get rid of this panel?[/size]

[size=16][url=http://i.imgur.com/3UMi4fS.jpg]PIC[/url][/size][/quote]

Sv_cheats 1; vgui_drawtree 1 then see what element it is and change the visibility to 0 I suppose
1073
#1073
0 Frags +

Any idea how I'd change the font of the text underlined on this picture of my scoreboard

Bonus Question: Where would I got to edit the color of the panels (see the arrows in the image posted above) on my tournament hud elements

Thanks in advance

Any idea how I'd change the font of the text underlined on this [url=http://imgur.com/RvMIxht]picture[/url] of my scoreboard

Bonus Question: Where would I got to edit the color of the panels (see the arrows in the image posted above) on my tournament hud elements

Thanks in advance
1074
#1074
0 Frags +
AlchemisthawlerHow do I get rid of this panel?

PIC

Sv_cheats 1; vgui_drawtree 1 then see what element it is and change the visibility to 0 I suppose

Thank you, it was the "hudteamgoal.res" file located in "tf/resource/ui", extracted it with GCFScape and modified every element to make it invisible.

[quote=Alchemist][quote=hawler][size=14]How do I get rid of this panel?[/size]

[size=16][url=http://i.imgur.com/3UMi4fS.jpg]PIC[/url][/size][/quote]

Sv_cheats 1; vgui_drawtree 1 then see what element it is and change the visibility to 0 I suppose[/quote]
Thank you, it was the "hudteamgoal.res" file located in "tf/resource/ui", extracted it with GCFScape and modified every element to make it invisible.
1075
#1075
1 Frags +
AlchemistHey guys, I need some help with this Screenshot .

I'm guessing it's something in the Spectator.res but I didn't have the chance to vgui_drawtree 1 it :/
it seems like it's only there when you actually spec a player, not when you check their inventory via the f key.

Thanks in advance c:

*bump*

[quote=Alchemist]Hey guys, I need some help with this [url=http://i.imgur.com/WqHMFkR.jpg]Screenshot[/url] .

I'm guessing it's something in the Spectator.res but I didn't have the chance to vgui_drawtree 1 it :/
it seems like it's only there when you actually spec a player, not when you check their inventory via the f key.

Thanks in advance c:[/quote]
*bump*
1076
#1076
0 Frags +

Any chance someone could tell me what I've missed when copying target IDs from PVhud into the one I'm currently using.

http://i.imgur.com/Lq5tq7l.jpg

Any chance someone could tell me what I've missed when copying target IDs from PVhud into the one I'm currently using. [img]http://i.imgur.com/Lq5tq7l.jpg[/img]
1077
#1077
0 Frags +
_KermitAny chance someone could tell me what I've missed when copying target IDs from PVhud into the one I'm currently using.

SpectatorGUIHealth.res, and then font for targetid hp.

[quote=_Kermit]Any chance someone could tell me what I've missed when copying target IDs from PVhud into the one I'm currently using.[/quote] SpectatorGUIHealth.res, and then font for targetid hp.
1078
#1078
-1 Frags +
SPICYMEMEHello, Does anyone know how to make the crosshair "flash" like in this video
https://www.youtube.com/watch?v=9cXwIEABULM
I'd like to see the copypasta for both hudlayout.res and hudanimatiosn, Thanks :)

First you'll want to add this to scripts/hudlayout.res - what that does is put 2 brackets next to your crosshair.

Then, add this to scripts/hudanimations_tf.txt - this will make your hitmarkers appear on screen when you hit someone.

If you want to change it to match ScottJAw, you can turn them into yellow parentheses by changing labeltext from [ and ] to ( and ) - and then changing fgcolor to "255 255 0 255" instead of TanLight.

If someone could help me out with flashing text using hudanimations_tf.txt, it'd be much appreciated. I've read the instructions, but nothing's clicking.
I'm trying to make text flash pop up when I'm either low on health or ammo. The text comes up if I set the alpha to 255, but won't animate :(
hudlayout.res
hudanimations_tf.txt

[quote=SPICYMEME]Hello, Does anyone know how to make the crosshair "flash" like in this video
https://www.youtube.com/watch?v=9cXwIEABULM
I'd like to see the copypasta for both hudlayout.res and hudanimatiosn, Thanks :)[/quote]

First you'll want to [url=https://github.com/SnowshoeIceboot/TF2HudPlus/blob/master/scripts/hudlayout.res#L5-L37]add this to scripts/hudlayout.res[/url] - what that does is put 2 brackets next to your crosshair.

Then, [url=https://github.com/SnowshoeIceboot/TF2HudPlus/blob/master/scripts/hudanimations_tf.txt#L734-L741]add this to scripts/hudanimations_tf.txt[/url] - this will make your hitmarkers appear on screen when you hit someone.

If you want to change it to match ScottJAw, you can turn them into yellow parentheses by changing labeltext from [ and ] to ( and ) - and then changing fgcolor to "255 255 0 255" instead of TanLight.


If someone could help me out with flashing text using hudanimations_tf.txt, it'd be much appreciated. I've read the instructions, but nothing's clicking.
I'm trying to make text flash pop up when I'm either low on health or ammo. The text comes up if I set the alpha to 255, but won't animate :(
[url=http://i.imgur.com/9jGkZva.png]hudlayout.res[/url]
[url=http://i.imgur.com/G6ODUwB.png]hudanimations_tf.txt[/url]
1079
#1079
0 Frags +

Does anybody know whether you can change this background image?

Screenshot

(also is there a way to permanently fix the playtime thingy to be in the right position? It seems to randomly clip or not clip)

Thanks in advance <3

Does anybody know whether you can change this background image?

[url=http://i.imgur.com/i2aufc4.jpg]Screenshot[/url]

(also is there a way to permanently fix the playtime thingy to be in the right position? It seems to randomly clip or not clip)

Thanks in advance <3
1080
#1080
0 Frags +
tf/materials/console/background01.vtf
tf/materials/console/background01_widescreen.vtf
[code]tf/materials/console/background01.vtf
tf/materials/console/background01_widescreen.vtf[/code]
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