Thanks guys :D you're the best
Thank you, Wiethoofd. I was able to fix the vaccinator issue.
Here's a screenshot: http://imgur.com/SpI5VCi
In the above image, the Currently Healing health cross is clipped off by something. I tried messing with hudlayout.res, targetid.res, and spectatorguihealth.res but I couldn't figure out what was causing that. Similarly, the health cross above the player is also clipped off. What parameters controls the invisible box above the player's head and around the targetID?
WiethoofdIn TargetID find spectatorguihealth and change "HealthBonusPosAdj" to it's default value of 10 and the HealthDeathWarning to 0.49 and see if this improves the issue.
Both of these were already set to default. I can't figure out why the overheal health cross above the player's head is behaving differently from targetID.
If it helps, here are my .res files:
TargetID.res
"TargetIDBG"
{
"ControlName" "CTFImagePanel"
"fieldName" "TargetIDBG"
"xpos" "03"
"ypos" "-24"
"zpos" "-1"
"wide" "252"
"tall" "24"
"autoResize" "0"
"pinCorner" "0"
"visible" "1"
"enabled" "1"
"image" "../hud/color_panel_brown"
"scaleImage" "1"
"teambg_1" "../hud/color_panel_brown"
"teambg_2" "../hud/color_panel_red"
"teambg_3" "../hud/color_panel_blu"
"src_corner_height" "40"
"src_corner_width" "40"
"draw_corner_width" "0"
"draw_corner_height" "0"
}
"TargetIDBG_Spec_Blue"
{
"ControlName" "CTFImagePanel"
"fieldName" "TargetIDBG_Spec_blue"
"xpos" "03"
"ypos" "-24"
"zpos" "-1"
"wide" "252"
"tall" "80"
"autoResize" "1"
"pinCorner" "0"
"visible" "0"
"enabled" "1"
"image" "../hud/color_panel_blu"
"scaleImage" "1"
"src_corner_height" "40"
"src_corner_width" "40"
"draw_corner_width" "0"
"draw_corner_height" "0"
}
"TargetIDBG_Black_Bar"
{
"ControlName" "ImagePanel"
"fieldName" "TargetIDBG_Black_Bar"
"xpos" "03"
"ypos" "5"
"zpos" "0"
"wide" "350"
"tall" "14" //"14"
"autoResize" "0"
"pinCorner" "0"
"visible" "1"
"enabled" "1"
"fillcolor" "0 0 0 200"
"PaintBackgroundType" "0"
}
"TargetIDBG_Spec_Red"
{
"ControlName" "CTFImagePanel"
"fieldName" "TargetIDBG_Spec_red"
"xpos" "03"
"ypos" "-24"
"zpos" "-1"
"wide" "252"
"tall" "8"
"autoResize" "1"
"pinCorner" "0"
"visible" "0"
"enabled" "1"
"image" "../hud/color_panel_red"
"scaleImage" "1"
"src_corner_height" "40"
"src_corner_width" "40"
"draw_corner_width" "0"
"draw_corner_height" "0"
}
"TargetNameLabel"
{
"ControlName" "CExLabel"
"fieldName" "TargetNameLabel"
"font" "default"
"xpos" "55"
"ypos" "7"
"zpos" "1"
"wide" "640"
"tall" "10"
"autoResize" "0"
"pinCorner" "0"
"visible" "1"
"enabled" "1"
"labelText" "%targetname%"
"textAlignment" "North-West"
"dulltext" "0"
"brighttext" "0"
"fgcolor" "220 220 220 255"
//"fgcolor" "white"
}
"TargetDataLabel"
{
"ControlName" "CExLabel"
"fieldName" "TargetDataLabel"
"font" "DefaultSmallShadow"
"xpos" "55"
"ypos" "19"
"zpos" "1"
"wide" "280"
"tall" "10"
"autoResize" "0"
"pinCorner" "0"
"visible" "1"
"enabled" "1"
"labelText" "%targetdata%"
"textAlignment" "Left"
"dulltext" "0"
"brighttext" "0"
"fgcolor" "150 250 150 255"
}
"SpectatorGUIHealth"
{
"ControlName" "EditablePanel"
"fieldName" "SpectatorGUIHealth"
"xpos" "10" //"-20"
"zpos" "1"
"ypos" "-10"
"wide" "90" //"60"
"tall" "200" //"200"
"visible" "1"
"enabled" "1"
"HealthBonusPosAdj" "10"
"HealthDeathWarning" "0.49"
"TFFont" "HudFontSmall"
"HealthDeathWarningColor" "HUDDeathWarning"
"TextColor" "Hudoffwhite"
SpectatorGUIHealth.res
"PlayerStatusHealthImage"
{
"ControlName" "ImagePanel"
"fieldName" "PlayerStatusHealthImage"
"xpos" "5"
"ypos" "10"
"zpos" "4"
"wide" "25"
"tall" "25"
"visible" "1"
"enabled" "1"
"scaleImage" "1"
}
"PlayerStatusHealthImageBG"
{
"ControlName" "ImagePanel"
"fieldName" "PlayerStatusHealthImageBG"
"xpos" "4"
"ypos" "9"
"zpos" "3"
"wide" "27" //2 greather than above ^
"tall" "27"
"visible" "1"
"enabled" "1"
"image" "../hud/health_bg"
"scaleImage" "1"
}
"BuildingStatusHealthImageBG"
{
"ControlName" "ImagePanel"
"fieldName" "BuildingStatusHealthImageBG"
"xpos" "8"
"ypos" "7"
"zpos" "2"
"wide" "19"
"tall" "19"
"visible" "1"
"enabled" "1"
"image" "../hud/health_equip_bg"
"scaleImage" "1"
}
"PlayerStatusHealthBonusImage"
{
"ControlName" "ImagePanel"
"fieldName" "PlayerStatusHealthBonusImage"
"xpos" "5" //"12"
"ypos" "10" //"12"
"zpos" "3"
"wide" "25"
"tall" "25"
"visible" "0"
"enabled" "1"
"image" "../hud/health_over_bg"
"scaleImage" "1"
}
"PlayerStatusHealthValueSpec"
{
"ControlName" "CExLabel"
"fieldName" "PlayerStatusHealthValueSpec"
"xpos" "37"
"ypos" "10" //"14"
"zpos" "6"
"wide" "55"
"tall" "24"
"visible" "1"
"enabled" "1"
"labeltext" "%Health%"
"textAlignment" "west"
"font" "hudfontmediumbold"
"fgcolor" "white"
}
"PlayerStatusHealthValueSpecShadow"
{
"ControlName" "CExLabel"
"fieldName" "PlayerStatusHealthValueSpecShadow"
"xpos" "38"
"ypos" "11" //"15"
"zpos" "5"
"wide" "56"
"tall" "24"
"visible" "1"
"enabled" "1"
"fgcolor" "0 0 0 255"
"labeltext" "%Health%"
"textAlignment" "west"
"font" "hudfontmediumbold"
}
"PlayerStatusPlayerLevel"
{
"ControlName" "CExLabel"
"fieldName" "PlayerStatusPlayerLevel"
"xpos" "26"
"xpos_minmode" "0"
"ypos" "9"
"zpos" "5"
"wide" "16"
"tall" "12"
"visible" "0"
"enabled" "1"
"textAlignment" "center"
"font" "ScoreboardVerySmall"
"fgcolor" "TFOrange"
}
}
HudLayout.res
{
"fieldName" "CMainTargetID"
"visible" "0"
"enabled" "1"
"xpos" "c-126"
"ypos" "300"
"wide" "700" //400
"tall" "30" //"30"
"priority" "40"
if_vr
{
"ypos" "355"
"x_offset" "20"
}
}
CSecondaryTargetID
{
"fieldName" "CSecondaryTargetID"
"visible" "0"
"enabled" "1"
"xpos" "c-126"
"ypos" "350"
"wide" "252" //"252"
"tall" "40" //30
"priority" "35"
"zpos" "1"
if_vr
{
"ypos" "385"
"x_offset" "20"
}
}
CSpectatorTargetID
{
"fieldName" "CSpectatorTargetID"
"visible" "0"
"enabled" "1"
"xpos" "c-126"
"ypos" "300"
"wide" "252"
"tall" "30"
"priority" "40"
"zpos" "10"
//"x_offset" "20"
//"y_offset" "20"
}
Again, I'm using E.V.E. HUD
EDIT: After trying it with the default HUD, the same issue with the overheal cross arises. Even in the default HUD, the overheal cross above the player's head doesn't change size.
Here's a screenshot: http://imgur.com/SpI5VCi
In the above image, the Currently Healing health cross is clipped off by something. I tried messing with hudlayout.res, targetid.res, and spectatorguihealth.res but I couldn't figure out what was causing that. Similarly, the health cross above the player is also clipped off. What parameters controls the invisible box above the player's head and around the targetID?
[quote=Wiethoofd]
In TargetID find spectatorguihealth and change [i]"HealthBonusPosAdj"[/i] to it's default value of 10 and the [i]HealthDeathWarning[/i] to 0.49 and see if this improves the issue.
[/quote]
Both of these were already set to default. I can't figure out why the overheal health cross above the player's head is behaving differently from targetID.
If it helps, here are my .res files:
TargetID.res
[spoiler]{
"TargetIDBG"
{
"ControlName" "CTFImagePanel"
"fieldName" "TargetIDBG"
"xpos" "03"
"ypos" "-24"
"zpos" "-1"
"wide" "252"
"tall" "24"
"autoResize" "0"
"pinCorner" "0"
"visible" "1"
"enabled" "1"
"image" "../hud/color_panel_brown"
"scaleImage" "1"
"teambg_1" "../hud/color_panel_brown"
"teambg_2" "../hud/color_panel_red"
"teambg_3" "../hud/color_panel_blu"
"src_corner_height" "40"
"src_corner_width" "40"
"draw_corner_width" "0"
"draw_corner_height" "0"
}
"TargetIDBG_Spec_Blue"
{
"ControlName" "CTFImagePanel"
"fieldName" "TargetIDBG_Spec_blue"
"xpos" "03"
"ypos" "-24"
"zpos" "-1"
"wide" "252"
"tall" "80"
"autoResize" "1"
"pinCorner" "0"
"visible" "0"
"enabled" "1"
"image" "../hud/color_panel_blu"
"scaleImage" "1"
"src_corner_height" "40"
"src_corner_width" "40"
"draw_corner_width" "0"
"draw_corner_height" "0"
}
"TargetIDBG_Black_Bar"
{
"ControlName" "ImagePanel"
"fieldName" "TargetIDBG_Black_Bar"
"xpos" "03"
"ypos" "5"
"zpos" "0"
"wide" "350"
"tall" "14" //"14"
"autoResize" "0"
"pinCorner" "0"
"visible" "1"
"enabled" "1"
"fillcolor" "0 0 0 200"
"PaintBackgroundType" "0"
}
"TargetIDBG_Spec_Red"
{
"ControlName" "CTFImagePanel"
"fieldName" "TargetIDBG_Spec_red"
"xpos" "03"
"ypos" "-24"
"zpos" "-1"
"wide" "252"
"tall" "8"
"autoResize" "1"
"pinCorner" "0"
"visible" "0"
"enabled" "1"
"image" "../hud/color_panel_red"
"scaleImage" "1"
"src_corner_height" "40"
"src_corner_width" "40"
"draw_corner_width" "0"
"draw_corner_height" "0"
}
"TargetNameLabel"
{
"ControlName" "CExLabel"
"fieldName" "TargetNameLabel"
"font" "default"
"xpos" "55"
"ypos" "7"
"zpos" "1"
"wide" "640"
"tall" "10"
"autoResize" "0"
"pinCorner" "0"
"visible" "1"
"enabled" "1"
"labelText" "%targetname%"
"textAlignment" "North-West"
"dulltext" "0"
"brighttext" "0"
"fgcolor" "220 220 220 255"
//"fgcolor" "white"
}
"TargetDataLabel"
{
"ControlName" "CExLabel"
"fieldName" "TargetDataLabel"
"font" "DefaultSmallShadow"
"xpos" "55"
"ypos" "19"
"zpos" "1"
"wide" "280"
"tall" "10"
"autoResize" "0"
"pinCorner" "0"
"visible" "1"
"enabled" "1"
"labelText" "%targetdata%"
"textAlignment" "Left"
"dulltext" "0"
"brighttext" "0"
"fgcolor" "150 250 150 255"
}
"SpectatorGUIHealth"
{
"ControlName" "EditablePanel"
"fieldName" "SpectatorGUIHealth"
"xpos" "10" //"-20"
"zpos" "1"
"ypos" "-10"
"wide" "90" //"60"
"tall" "200" //"200"
"visible" "1"
"enabled" "1"
"HealthBonusPosAdj" "10"
"HealthDeathWarning" "0.49"
"TFFont" "HudFontSmall"
"HealthDeathWarningColor" "HUDDeathWarning"
"TextColor" "Hudoffwhite"[/spoiler]
SpectatorGUIHealth.res
[spoiler]{
"PlayerStatusHealthImage"
{
"ControlName" "ImagePanel"
"fieldName" "PlayerStatusHealthImage"
"xpos" "5"
"ypos" "10"
"zpos" "4"
"wide" "25"
"tall" "25"
"visible" "1"
"enabled" "1"
"scaleImage" "1"
}
"PlayerStatusHealthImageBG"
{
"ControlName" "ImagePanel"
"fieldName" "PlayerStatusHealthImageBG"
"xpos" "4"
"ypos" "9"
"zpos" "3"
"wide" "27" //2 greather than above ^
"tall" "27"
"visible" "1"
"enabled" "1"
"image" "../hud/health_bg"
"scaleImage" "1"
}
"BuildingStatusHealthImageBG"
{
"ControlName" "ImagePanel"
"fieldName" "BuildingStatusHealthImageBG"
"xpos" "8"
"ypos" "7"
"zpos" "2"
"wide" "19"
"tall" "19"
"visible" "1"
"enabled" "1"
"image" "../hud/health_equip_bg"
"scaleImage" "1"
}
"PlayerStatusHealthBonusImage"
{
"ControlName" "ImagePanel"
"fieldName" "PlayerStatusHealthBonusImage"
"xpos" "5" //"12"
"ypos" "10" //"12"
"zpos" "3"
"wide" "25"
"tall" "25"
"visible" "0"
"enabled" "1"
"image" "../hud/health_over_bg"
"scaleImage" "1"
}
"PlayerStatusHealthValueSpec"
{
"ControlName" "CExLabel"
"fieldName" "PlayerStatusHealthValueSpec"
"xpos" "37"
"ypos" "10" //"14"
"zpos" "6"
"wide" "55"
"tall" "24"
"visible" "1"
"enabled" "1"
"labeltext" "%Health%"
"textAlignment" "west"
"font" "hudfontmediumbold"
"fgcolor" "white"
}
"PlayerStatusHealthValueSpecShadow"
{
"ControlName" "CExLabel"
"fieldName" "PlayerStatusHealthValueSpecShadow"
"xpos" "38"
"ypos" "11" //"15"
"zpos" "5"
"wide" "56"
"tall" "24"
"visible" "1"
"enabled" "1"
"fgcolor" "0 0 0 255"
"labeltext" "%Health%"
"textAlignment" "west"
"font" "hudfontmediumbold"
}
"PlayerStatusPlayerLevel"
{
"ControlName" "CExLabel"
"fieldName" "PlayerStatusPlayerLevel"
"xpos" "26"
"xpos_minmode" "0"
"ypos" "9"
"zpos" "5"
"wide" "16"
"tall" "12"
"visible" "0"
"enabled" "1"
"textAlignment" "center"
"font" "ScoreboardVerySmall"
"fgcolor" "TFOrange"
}
}[/spoiler]
HudLayout.res
[spoiler]CMainTargetID
{
"fieldName" "CMainTargetID"
"visible" "0"
"enabled" "1"
"xpos" "c-126"
"ypos" "300"
"wide" "700" //400
"tall" "30" //"30"
"priority" "40"
if_vr
{
"ypos" "355"
"x_offset" "20"
}
}
CSecondaryTargetID
{
"fieldName" "CSecondaryTargetID"
"visible" "0"
"enabled" "1"
"xpos" "c-126"
"ypos" "350"
"wide" "252" //"252"
"tall" "40" //30
"priority" "35"
"zpos" "1"
if_vr
{
"ypos" "385"
"x_offset" "20"
}
}
CSpectatorTargetID
{
"fieldName" "CSpectatorTargetID"
"visible" "0"
"enabled" "1"
"xpos" "c-126"
"ypos" "300"
"wide" "252"
"tall" "30"
"priority" "40"
"zpos" "10"
//"x_offset" "20"
//"y_offset" "20"
}[/spoiler]
Again, I'm using E.V.E. HUD
EDIT: After trying it with the default HUD, the same issue with the overheal cross arises. Even in the default HUD, the overheal cross above the player's head doesn't change size.
i've got a problem in my hud
whenever i start capping a point, this huge control point indicator pops up in the top of my screen, indicating the capping progress.
http://i.imgur.com/0Usi7e3.png
if anyone can tell me where this is located and how do i get rid of it, i'd appreciate.
also, if you don't mind two asks, can someone tell me what file i need to go to edit the round timer that stays on the top of the screen.
thanks in advance.
whenever i start capping a point, this huge control point indicator pops up in the top of my screen, indicating the capping progress.
http://i.imgur.com/0Usi7e3.png
if anyone can tell me where this is located and how do i get rid of it, i'd appreciate.
also, if you don't mind two asks, can someone tell me what file i need to go to edit the round timer that stays on the top of the screen.
thanks in advance.
http://i.imgur.com/K9cJ5tD.jpg
- I completely forgot how to get rid of the thing on the bottom-left, i thought it was on HudPlayerClass, but i can't get rid of it.
[list]
[*] I completely forgot how to get rid of the thing on the bottom-left, i thought it was on HudPlayerClass, but i can't get rid of it.
Is there any way to make damage indicators not so close to targets? Usually it's not a problem, but I'm finding playing heavy more that the damage numbers are super distracting (overlapping the target) at range. I suppose I could turn them off for just heavy, but I'd still like access to the total damage information, if possible.
Smesihttp://i.imgur.com/K9cJ5tD.jpg
- I completely forgot how to get rid of the thing on the bottom-left, i thought it was on HudPlayerClass, but i can't get rid of it.
It is hudplayerclass, it's PlayerStatusClassImage and it's bg.
[list]
[*] I completely forgot how to get rid of the thing on the bottom-left, i thought it was on HudPlayerClass, but i can't get rid of it.[/quote]
It is hudplayerclass, it's PlayerStatusClassImage and it's bg.
What's the easiest way to edit the tournament HUD with mp_tournament_readymode 1/2 (also, what's the difference between 1 and 2 for that cvar)?
In a local server, I can only see my own player panel, and I can't activate the countdown.
In a local server, I can only see my own player panel, and I can't activate the countdown.
VooperIs there any way to make damage indicators not so close to targets? Usually it's not a problem, but I'm finding playing heavy more that the damage numbers are super distracting (overlapping the target) at range. I suppose I could turn them off for just heavy, but I'd still like access to the total damage information, if possible.
IIRC, the text_x in CDamageAccountPanel in ui/huddamageaccount.res does this
IIRC, the text_x in CDamageAccountPanel in ui/huddamageaccount.res does this
is it possible to move the A, B, C, and D loadout preset buttons? im sure you can't move them up or down but i seem to remember being able to move them left or right...
coIewhenever i start capping a point, this huge control point indicator pops up in the top of my screen, indicating the capping progress: http://i.imgur.com/0Usi7e3.png
resource\ui\controlpointprogressbar.res
also, if you don't mind two asks, can someone tell me what file i need to go to edit the round timer that stays on the top of the screen
resource\ui\hudobjectivetimepanel.res for the positioning & resource\ui\hudobjectivetimepanel.res for the actual timer (which is also used twice in hudobjectivekothtimepanel.res for the King of the Hill clocks)
------------------------------
EricWhat's the easiest way to edit the tournament HUD with mp_tournament_readymode 1/2 (also, what's the difference between 1 and 2 for that cvar)?
Record a demo in a lobby/pickup that has this enabled. I have one but it's a very long one, I'll try to make one that can be shared along with other useful demos to make editing in certain situations easier.
Duplicating the stuff from Mann vs. Machine would also work, you just need to add in the team2 delta_x offset iirc
------------------------------
face2faceis it possible to move the A, B, C, and D loadout preset buttons? im sure you can't move them up or down but i seem to remember being able to move them left or right...
Change "item_ydelta" in ClassLoadoutPanel in the top section to move them up or down.
[i]resource\ui\controlpointprogressbar.res[/i]
[quote]also, if you don't mind two asks, can someone tell me what file i need to go to edit the round timer that stays on the top of the screen[/quote]
[i]resource\ui\hudobjectivetimepanel.res[/i] for the positioning & [i]resource\ui\hudobjectivetimepanel.res[/i] for the actual timer (which is also used twice in [i]hudobjectivekothtimepanel.res[/i] for the King of the Hill clocks)
------------------------------
[quote=Eric]What's the easiest way to edit the tournament HUD with mp_tournament_readymode 1/2 (also, what's the difference between 1 and 2 for that cvar)?[/quote]
Record a demo in a lobby/pickup that has this enabled. I have one but it's a very long one, I'll try to make one that can be shared along with other useful demos to make editing in certain situations easier.
Duplicating the stuff from Mann vs. Machine would also work, you just need to add in the team2 delta_x offset iirc
------------------------------
[quote=face2face]is it possible to move the A, B, C, and D loadout preset buttons? im sure you can't move them up or down but i seem to remember being able to move them left or right...[/quote]
Change [i]"item_ydelta"[/i] in ClassLoadoutPanel in the top section to move them up or down.
so my team labels aren't showing up on my scoreboard. I've checked console/the file for missing braces or quotation marks but there aren't any missing. Can't remember when this started happening, but it was fairly recent.
before:
http://puu.sh/mKPm8/4c51cdfa05.jpg
after:
before:
[img]http://puu.sh/mKPm8/4c51cdfa05.jpg[/img]
after:
[img]http://puu.sh/mKPmr/5a1eda3891.jpg[/img]
Rawrsorso my team labels aren't showing up on my scoreboard
A recent update fucked this one up. They only appear when a competitive config is being run.
My suggestion would be to have a custom blue/red label, and add the background color of the team to the original blue/red labels with a higher zpos, so in comp the custom labels can be hidden underneath and the team names can be changed on the scoreboard.
A recent update fucked this one up. They only appear when a competitive config is being run.
My suggestion would be to have a custom blue/red label, and add the background color of the team to the original blue/red labels with a higher zpos, so in comp the custom labels can be hidden underneath and the team names can be changed on the scoreboard.
if anyone doesn't mind adding me, i've been trying to figure out how to fix contracts since gun mettle
they still don't appear when I open the menu
they still don't appear when I open the menu
phazif anyone doesn't mind adding me, i've been trying to figure out how to fix contracts since gun mettle
they still don't appear when I open the menu
That's an animation issue, update your scripts/hudanimations_tf.txt by comparing it to the default one
Ideally you would export/move your custom animation events to a separate file, add that file as line to the hudanimations_manifest.txt and leave the _tf one alone so it's using the one that comes with your game and doesn't get out of date anymore.
they still don't appear when I open the menu[/quote]
That's an animation issue, update your scripts/hudanimations_tf.txt by comparing it to [url=https://github.com/SteamDatabase/GameTracking/blob/master/tf/tf/tf2_misc_dir/scripts/hudanimations_tf.txt]the default one[/url]
Ideally you would export/move your custom animation events to a separate file, add that file as line to the [i]hudanimations_manifest.txt[/i] and leave the _tf one alone so it's using the one that comes with your game and doesn't get out of date anymore.
Edit: I want to remove the red highlight from the health in yaHUD, shown here http://s14.postimg.org/cpy5qqqxd/Untitled.png
I do not know what file I have to edit/remove in order to do this.
I do not know what file I have to edit/remove in order to do this.
namassinEdit: I want to remove the red highlight from the health in yaHUD, shown here http://s14.postimg.org/cpy5qqqxd/Untitled.png
hudanimations_tf (or whatever it is called if the hud is using hudanimations_manifest to load more animation files) and find the section for HudHealthDyingPulse and change the alpha or fill color on the BG
hudanimations_tf (or whatever it is called if the hud is using hudanimations_manifest to load more animation files) and find the section for [i]HudHealthDyingPulse[/i] and change the alpha or fill color on the BG
WiethoofdnamassinEdit: I want to remove the red highlight from the health in yaHUD, shown here http://s14.postimg.org/cpy5qqqxd/Untitled.pnghudanimations_tf (or whatever it is called if the hud is using hudanimations_manifest to load more animation files) and find the section for HudHealthDyingPulse and change the alpha or fill color on the BG
I am incredibly inexperienced with editing this, what exactly do I change here? I have already changed the color of the health numbers themselves, but I'm not sure what to change here to get rid of the highlight.
//Health Dying Pulse
event HudHealthDyingPulse
{
Animate PlayerStatusHealthBonusImage Alpha "175" Linear 0.0 0.075
Animate PlayerStatusHealthBonusImage Alpha "0" Linear 0.125 0.075
Animate PlayerStatusHealthValue FgColor "Low" Accel 0.0 0.0
Animate PlayerStatusHealthValueCam FgColor "Low" Accel 0.0 0.0
Animate PlayerStatusHealthValueSpec FgColor "Low" Accel 0.0 0.0
Animate PlayerStatusHealthValueTour FgColor "Low" Accel 0.0 0.0
Animate HealthBarHurt Alpha "255" Accel 0.0 0.0
Animate HealthBarHurt2 Alpha "255" Accel 0.0 0.0
Animate HealthBarHurt Alpha "0" Accel 0.0 0.4
Animate HealthBarHurt Alpha "255" Accel 0.2 0.2
RunEvent HudHealthDyingPulseLoop 0.6
}
hudanimations_tf (or whatever it is called if the hud is using hudanimations_manifest to load more animation files) and find the section for [i]HudHealthDyingPulse[/i] and change the alpha or fill color on the BG[/quote]
I am incredibly inexperienced with editing this, what exactly do I change here? I have already changed the color of the health numbers themselves, but I'm not sure what to change here to get rid of the highlight.
//Health Dying Pulse
event HudHealthDyingPulse
{
Animate PlayerStatusHealthBonusImage Alpha "175" Linear 0.0 0.075
Animate PlayerStatusHealthBonusImage Alpha "0" Linear 0.125 0.075
Animate PlayerStatusHealthValue FgColor "Low" Accel 0.0 0.0
Animate PlayerStatusHealthValueCam FgColor "Low" Accel 0.0 0.0
Animate PlayerStatusHealthValueSpec FgColor "Low" Accel 0.0 0.0
Animate PlayerStatusHealthValueTour FgColor "Low" Accel 0.0 0.0
Animate HealthBarHurt Alpha "255" Accel 0.0 0.0
Animate HealthBarHurt2 Alpha "255" Accel 0.0 0.0
Animate HealthBarHurt Alpha "0" Accel 0.0 0.4
Animate HealthBarHurt Alpha "255" Accel 0.2 0.2
RunEvent HudHealthDyingPulseLoop 0.6
}
Does anyone know what file controls the contract drawer? More specifically the details on what you need to do, along with the in-game one?
Which resource file moves the actual control point icon in koth/cp game modes? I've tried fiddling around with the x/ypos values in Controlpoint.res, but it's not doing anything.
Wiethoofdphazif anyone doesn't mind adding me, i've been trying to figure out how to fix contracts since gun mettleThat's an animation issue, update your scripts/hudanimations_tf.txt by comparing it to the default one
they still don't appear when I open the menu
Ideally you would export/move your custom animation events to a separate file, add that file as line to the hudanimations_manifest.txt and leave the _tf one alone so it's using the one that comes with your game and doesn't get out of date anymore.
ok i've just checked through my hudanimations and made sure it's fully updated and it's still not working
im lost and clueless. here's my hudanimations: http://pastebin.com/zvAUYJDG
they still don't appear when I open the menu[/quote]
That's an animation issue, update your scripts/hudanimations_tf.txt by comparing it to [url=https://github.com/SteamDatabase/GameTracking/blob/master/tf/tf/tf2_misc_dir/scripts/hudanimations_tf.txt]the default one[/url]
Ideally you would export/move your custom animation events to a separate file, add that file as line to the [i]hudanimations_manifest.txt[/i] and leave the _tf one alone so it's using the one that comes with your game and doesn't get out of date anymore.[/quote]
ok i've just checked through my hudanimations and made sure it's fully updated and it's still not working
im lost and clueless. here's my hudanimations: http://pastebin.com/zvAUYJDG
TERRYCREWSWhich resource file moves the actual control point icon in koth/cp game modes? I've tried fiddling around with the x/ypos values in Controlpoint.res, but it's not doing anything.
HudControlPointIcons in hudlayout.res
HudControlPointIcons in hudlayout.res
Where can I change the server changing level screen? (where the stats are)
#2158, statsummary.res for everything on the screen minus the loading box. To change the loading box you need to import in the loadingdialog*.res files from Team Fortress 2/hl2/resource into your hud's resource folder.
Stochast1c#2158, statsummary.res for everything on the screen minus the loading box. To change the loading box you need to import in the loadingdialog*.res files from Team Fortress 2/hl2/resource into your hud's resource folder.
Thanks, now I would like to know if I can use the stat screen and background from QTCHud in OmpHud? And if its possible what do I need to edit?
Thanks, now I would like to know if I can use the stat screen and background from QTCHud in OmpHud? And if its possible what do I need to edit?
Is it possible to make the health display change colour based on how much health you have?
ravenThanks, now I would like to know if I can use the stat screen and background from QTCHud in OmpHud? And if its possible what do I need to edit?
If something works in one hud it can work in another hud. How easy it is to do depends on how much extra baggage goes into the file you are transplanting. At the very least you will have to add in font definitions and color definitions.
If something works in one hud it can work in another hud. How easy it is to do depends on how much extra baggage goes into the file you are transplanting. At the very least you will have to add in font definitions and color definitions.