Upvote Upvoted 65 Downvote Downvoted
HOW TO Update your HUD for Comp MM Update
posted in Customization
1
#1
0 Frags +

k since nobody has done it yet I'll save everyone the trouble. i'm going to assume you already know what you're doing so i'm not going to explain it as if you're completely new to hud editing.

we have to update: 1] hudlayout, 2] hudanimations, 3] clientscheme, 4] hudtournament

for these you can just add them to the end of the file (remember to add them before the last curly brace though)
1]

Show Content
MatchSummary
{
"fieldName" "MatchSummary"
"visible" "0"
"enabled" "1"
"xpos" "0"
"ypos" "0"
"wide" "f0"
"tall" "f0"
}

2]

Show Content
//--------------------------------------------------------------------------
event CompetitiveGame_LowerChatWindow
{
Animate HudChat ypos r140 Accel 0 0
}

event CompetitiveGame_RestoreChatWindow
{
Animate HudChat ypos 275 Accel 0 0
}

event HudTournament_MoveChatWindow
{
RunEvent CompetitiveGame_LowerChatWindow 0
RunEvent CompetitiveGame_RestoreChatWindow 8
}

//--------------------------------------------------------------------------
event HudTournament_AnimateTeams_In
{
Animate RedTeamPanel xpos c150 Accel 0 0.25
Animate BlueTeamPanel xpos c-300 Accel 0 0.25
}

event HudTournament_AnimateTeams_Out
{
Animate RedTeamPanel xpos r-5 Accel 0 0.68
Animate BlueTeamPanel xpos -155 Accel 0 0.68
}

event HudTournament_DoorsClose
{
StopEvent HudTournament_ResetTimer 0

SetVisible CountdownBG 0 5
SetVisible CountdownLabel 1 0
SetVisible CountdownLabelShadow 1 0

Animate CountdownLabel ypos c-5 Gain 0.75 0 0.4
Animate CountdownLabelShadow ypos c-2 Gain 0.75 0 0.4

SetVisible MatchStartingBG 1 0
SetVisible BlueTeamPanel 1 0
SetVisible RedTeamPanel 1 0

SetVisible HudTournamentBG 0 2
SetVisible TournamentConditionLabel 0 2
RunEventChild MatchStartingBG PlayDoorCloseAnim 0
RunEventChild FrontParticlePanel PlayDoorSlamParticles 0.45
RunEventChild MatchStartingBG PlayDoorOpenAnim 7

RunEvent HudTournament_AnimateTeams_In 0.25
RunEvent HudTournament_AnimateTeams_Out 7.70

SetVisible CountdownLabel 0 9.9
SetVisible CountdownLabelShadow 0 9.9

SetVisible MatchStartingBG 0 10
SetVisible BlueTeamPanel 0 10
SetVisible RedTeamPanel 0 10

SetVisible CountdownBG 1 11
}

event PlayDoorSlamParticles
{
FireCommand 0 "start0"
}

event PlayDoorCloseAnim
{
FireCommand 0 "animation close"
}

event PlayDoorOpenAnim
{
FireCommand 0 "animation open"
}

event HudTournament_ShowTimerCompetitive
{
Animate CountdownLabel ypos 150 Linear 0 0
Animate CountdownLabelShadow ypos 150 Linear 0 0

SetVisible CountdownBG 1 0
SetVisible CountdownLabel 1 0
SetVisible CountdownLabelShadow 1 0
}

event HudTournament_ShowTimerDefault
{
Animate CountdownLabel ypos 425 Linear 0 0
Animate CountdownLabelShadow ypos 425 Linear 0 0

SetVisible CountdownBG 1 0
SetVisible CountdownLabel 1 0
SetVisible CountdownLabelShadow 1 0
}

event HudTournament_HideTimer
{
SetVisible CountdownBG 0 0
SetVisible CountdownLabel 0 0
SetVisible CountdownLabelShadow 0 0
}

event Hud_StatsAndMedals_Show
{
SetVisible DrawingPanel 0 0
SetVisible WinPanelLogo 0 0
SetVisible StatsBgPanel 1 0
SetVisible StatsLabelPanel 1 0
Animate StatsLabelPanel ypos 75 Accel 0 0.1
Animate BlueMedals ypos 75 Accel 0 0.1
Animate RedMedals ypos 75 Accel 0 0.1
}

3] in the original file valve added this entry before "controlpointtimer" so you can copy that if you don't know where to put it.

Show Content
"MatchSummaryTeamScores"
{
"1"
{
"name" "TF2"
"tall" "36"
"weight" "500"
"range" "0x0000 0x007F" // Basic Latin
"antialias" "1"
"additive" "0"
}
}
"MatchSummaryStatsAndMedals"
{
"1"
{
"name" "TF2 Secondary"
"tall" "14"
"weight" "400"
"additive" "0"
"antialias" "1"
}
}

& add this as well. valve added this before "tooltipborder" entry.

Show Content
TFFatLineBorderBlueBGOpaque
{
"bordertype" "scalable_image"
"backgroundtype" "2"

"image" "../hud/color_panel_blu_opaque"
"src_corner_height" "23" // pixels inside the image
"src_corner_width" "23"
"draw_corner_width" "5" // screen size of the corners ( and sides ), proportional
"draw_corner_height" "5"
}
TFFatLineBorderClearBG
{
"bordertype" "scalable_image"
"backgroundtype" "2"

"image" "../hud/color_panel_clear"
"src_corner_height" "23" // pixels inside the image
"src_corner_width" "23"
"draw_corner_width" "5" // screen size of the corners ( and sides ), proportional
"draw_corner_height" "5"
}

4] adjusting the player boxes for the ready up varies for each hud so i can't really include that. add this to get the door animation when the game starts:

Show Content
http://pastebin.com/diNt1ctm pastebin because i hit the post word limit

not a complete list but it should be good enough.

k since nobody has done it yet I'll save everyone the trouble. i'm going to assume you already know what you're doing so i'm not going to explain it as if you're completely new to hud editing.

we have to update: 1] hudlayout, 2] hudanimations, 3] clientscheme, 4] hudtournament

for these you can just add them to the end of the file (remember to add them before the last curly brace though)
1] [spoiler] MatchSummary
{
"fieldName" "MatchSummary"
"visible" "0"
"enabled" "1"
"xpos" "0"
"ypos" "0"
"wide" "f0"
"tall" "f0"
}[/spoiler]

2] [spoiler]//--------------------------------------------------------------------------
event CompetitiveGame_LowerChatWindow
{
Animate HudChat ypos r140 Accel 0 0
}

event CompetitiveGame_RestoreChatWindow
{
Animate HudChat ypos 275 Accel 0 0
}

event HudTournament_MoveChatWindow
{
RunEvent CompetitiveGame_LowerChatWindow 0
RunEvent CompetitiveGame_RestoreChatWindow 8
}

//--------------------------------------------------------------------------
event HudTournament_AnimateTeams_In
{
Animate RedTeamPanel xpos c150 Accel 0 0.25
Animate BlueTeamPanel xpos c-300 Accel 0 0.25
}

event HudTournament_AnimateTeams_Out
{
Animate RedTeamPanel xpos r-5 Accel 0 0.68
Animate BlueTeamPanel xpos -155 Accel 0 0.68
}

event HudTournament_DoorsClose
{
StopEvent HudTournament_ResetTimer 0

SetVisible CountdownBG 0 5
SetVisible CountdownLabel 1 0
SetVisible CountdownLabelShadow 1 0

Animate CountdownLabel ypos c-5 Gain 0.75 0 0.4
Animate CountdownLabelShadow ypos c-2 Gain 0.75 0 0.4

SetVisible MatchStartingBG 1 0
SetVisible BlueTeamPanel 1 0
SetVisible RedTeamPanel 1 0

SetVisible HudTournamentBG 0 2
SetVisible TournamentConditionLabel 0 2
RunEventChild MatchStartingBG PlayDoorCloseAnim 0
RunEventChild FrontParticlePanel PlayDoorSlamParticles 0.45
RunEventChild MatchStartingBG PlayDoorOpenAnim 7

RunEvent HudTournament_AnimateTeams_In 0.25
RunEvent HudTournament_AnimateTeams_Out 7.70

SetVisible CountdownLabel 0 9.9
SetVisible CountdownLabelShadow 0 9.9

SetVisible MatchStartingBG 0 10
SetVisible BlueTeamPanel 0 10
SetVisible RedTeamPanel 0 10

SetVisible CountdownBG 1 11
}

event PlayDoorSlamParticles
{
FireCommand 0 "start0"
}

event PlayDoorCloseAnim
{
FireCommand 0 "animation close"
}

event PlayDoorOpenAnim
{
FireCommand 0 "animation open"
}

event HudTournament_ShowTimerCompetitive
{
Animate CountdownLabel ypos 150 Linear 0 0
Animate CountdownLabelShadow ypos 150 Linear 0 0

SetVisible CountdownBG 1 0
SetVisible CountdownLabel 1 0
SetVisible CountdownLabelShadow 1 0
}

event HudTournament_ShowTimerDefault
{
Animate CountdownLabel ypos 425 Linear 0 0
Animate CountdownLabelShadow ypos 425 Linear 0 0

SetVisible CountdownBG 1 0
SetVisible CountdownLabel 1 0
SetVisible CountdownLabelShadow 1 0
}

event HudTournament_HideTimer
{
SetVisible CountdownBG 0 0
SetVisible CountdownLabel 0 0
SetVisible CountdownLabelShadow 0 0
}

event Hud_StatsAndMedals_Show
{
SetVisible DrawingPanel 0 0
SetVisible WinPanelLogo 0 0
SetVisible StatsBgPanel 1 0
SetVisible StatsLabelPanel 1 0
Animate StatsLabelPanel ypos 75 Accel 0 0.1
Animate BlueMedals ypos 75 Accel 0 0.1
Animate RedMedals ypos 75 Accel 0 0.1
}[/spoiler]

3] in the original file valve added this entry before "controlpointtimer" so you can copy that if you don't know where to put it. [spoiler]"MatchSummaryTeamScores"
{
"1"
{
"name" "TF2"
"tall" "36"
"weight" "500"
"range" "0x0000 0x007F" // Basic Latin
"antialias" "1"
"additive" "0"
}
}
"MatchSummaryStatsAndMedals"
{
"1"
{
"name" "TF2 Secondary"
"tall" "14"
"weight" "400"
"additive" "0"
"antialias" "1"
}
}[/spoiler]
& add this as well. valve added this before "tooltipborder" entry.
[spoiler] TFFatLineBorderBlueBGOpaque
{
"bordertype" "scalable_image"
"backgroundtype" "2"

"image" "../hud/color_panel_blu_opaque"
"src_corner_height" "23" // pixels inside the image
"src_corner_width" "23"
"draw_corner_width" "5" // screen size of the corners ( and sides ), proportional
"draw_corner_height" "5"
}
TFFatLineBorderClearBG
{
"bordertype" "scalable_image"
"backgroundtype" "2"

"image" "../hud/color_panel_clear"
"src_corner_height" "23" // pixels inside the image
"src_corner_width" "23"
"draw_corner_width" "5" // screen size of the corners ( and sides ), proportional
"draw_corner_height" "5"
}[/spoiler]

4] adjusting the player boxes for the ready up varies for each hud so i can't really include that. add this to get the door animation when the game starts:
[spoiler]http://pastebin.com/diNt1ctm pastebin because i hit the post word limit[/spoiler]
not a complete list but it should be good enough.
2
#2
14 Frags +

Thank you a lot, great work!

Thank you a lot, great work!
3
#3
10 Frags +

What a Hero

What a Hero
4
#4
5 Frags +

I'm too lazy to pick out essentials, so here's a diff on my fork of the stock HUD from Tough Break forwards.

I'm too lazy to pick out essentials, so here's a [url=https://github.com/Tewgon/tf2basehud/compare/f436133fccd335af10917331f44c224e7cbaf65a...Tewgon:master]diff[/url] on my fork of the stock HUD from Tough Break forwards.
5
#5
9 Frags +

very nice, saved everyone a lot of time

very nice, saved everyone a lot of time
6
#6
whitelist.tf
2 Frags +

Add ui/mainmenuoverride.res & gamemenu.res to the list as well if you crash on launching TF2 when you're in the beta (community/self-made stuff or beta pass or during stress test)

Add [i]ui/mainmenuoverride.res[/i] & [i]gamemenu.res[/i] to the list as well if you crash on launching TF2 when you're in the beta (community/self-made stuff or beta pass or during stress test)
7
#7
2 Frags +

Still crashing from stress test after adding all this stuff :(

Still crashing from stress test after adding all this stuff :(
8
#8
whitelist.tf
3 Frags +

Having P-rec installed will crash your game when you join the MM servers

Also if your hud has a custom LobbyPanel.res remove or update this.

Having P-rec installed will crash your game when you join the MM servers

Also if your hud has a custom [i]LobbyPanel.res[/i] remove or update this.
9
#9
0 Frags +

I was using prec like an idiot, however my ready up stuff is broken af when I get in a game, which file is it? Any advice for fixing it?

I was using prec like an idiot, however my ready up stuff is broken af when I get in a game, which file is it? Any advice for fixing it?
10
#10
0 Frags +

I've put all of these into my hud, no prec, no custom LobbyPanel.res and I still crash from the stresstest.

I've put all of these into my hud, no prec, no custom LobbyPanel.res and I still crash from the stresstest.
11
#11
2 Frags +
STOGEI was using prec like an idiot, however my ready up stuff is broken af when I get in a game, which file is it? Any advice for fixing it?

here's a scrappy demo but it'll get the job done
https://www.dropbox.com/s/9xamgbzos0s9i2b/tick.dem?dl=0

the ready up tick is in hudtournament under readyimage, make sure the z pos of that is like 10 or smth so it's on top and not hidden by accident. & depending on how outdated your file is make sure you have if_competitive where it's needed. compare it to this https://github.com/Tewgon/tf2basehud/blob/master/resource/ui/hudtournament.res (thanks AElai!)

so just load up the demo, change the values around, reload the hud & then play and pause it to get the hud to reload and repeat. oh and vgui_drawtree 1 + highlights will make everything super easy.

[quote=STOGE]I was using prec like an idiot, however my ready up stuff is broken af when I get in a game, which file is it? Any advice for fixing it?[/quote]

here's a scrappy demo but it'll get the job done
https://www.dropbox.com/s/9xamgbzos0s9i2b/tick.dem?dl=0

the ready up tick is in hudtournament under readyimage, make sure the z pos of that is like 10 or smth so it's on top and not hidden by accident. & depending on how outdated your file is make sure you have if_competitive where it's needed. compare it to this https://github.com/Tewgon/tf2basehud/blob/master/resource/ui/hudtournament.res (thanks AElai!)

so just load up the demo, change the values around, reload the hud & then play and pause it to get the hud to reload and repeat. oh and vgui_drawtree 1 + highlights will make everything super easy.
12
#12
0 Frags +

nvm fixed it.

nvm fixed it.
13
#13
0 Frags +

I've tried everything I can think of and my readyimage still only shows 1 random player from each team, help

I've tried everything I can think of and my readyimage still only shows 1 random player from each team, help
14
#14
2 Frags +
STOGEI've tried everything I can think of and my readyimage still only shows 1 random player from each team, help

that's an issue in hudtournament in hudtournament.res, i thought you were talking about the checkmark itself. you have to mess with the delta x or offset variable i forgot which.

[quote=STOGE]I've tried everything I can think of and my readyimage still only shows 1 random player from each team, help[/quote]

that's an issue in hudtournament in hudtournament.res, i thought you were talking about the checkmark itself. you have to mess with the delta x or offset variable i forgot which.
15
#15
1 Frags +

Might as well post here:

Game crashes immediately on launch when matchmaking is active (at least for the stress test, can't confirm beta pass). Deleting my main menu (gamemenu and mainmenuoverride) fixes the problem, so it must lie there. Here is my most recent commit for those files.

Is there something I am missing or did a dumb with? Most likely will switch to wiethud #base files if there isn't an easy fix.

Might as well post here:

Game crashes immediately on launch when matchmaking is active (at least for the stress test, can't confirm beta pass). Deleting my main menu (gamemenu and mainmenuoverride) fixes the problem, so it must lie there. [url=https://github.com/Stochast1c/solarhud/commit/cc1a2ec1f9d3932f729f38150802d973e45578f0]Here is my most recent commit for those files.[/url]

Is there something I am missing or did a dumb with? Most likely will switch to wiethud #base files if there isn't an easy fix.
16
#16
whitelist.tf
0 Frags +

I've tried a lot of different things to not crash with custom main menus when the stress test is active (or when you're in the beta because of a pass/self-made item), but the only one that doesn't crash for me is the #base setup I use for WietHUD, haven't been able to narrow it down to what specifically in MainMenuOverride.res causes it...

I've tried a lot of different things to not crash with custom main menus when the stress test is active (or when you're in the beta because of a pass/self-made item), but the only one that doesn't crash for me is the #base setup I use for WietHUD, haven't been able to narrow it down to what specifically in MainMenuOverride.res causes it...
17
#17
5 Frags +

Everything you need should be here:
http://pastebin.com/PgFPLkkG

let me know if i missed something and i'll edit this post to curate them all. good luck! :)

Everything you need should be here:
http://pastebin.com/PgFPLkkG

let me know if i missed something and i'll edit this post to curate them all. good luck! :)
18
#18
0 Frags +

Sorry for the bump, but this is up to date right? Just want to be clear before I commit to messing with stuff.

Sorry for the bump, but this is up to date right? Just want to be clear before I commit to messing with stuff.
19
#19
2 Frags +

omni's is a lot more reliable so you can use that to cross reference if you like http://huds.tf/forum/showthread.php?tid=159

omni's is a lot more reliable so you can use that to cross reference if you like http://huds.tf/forum/showthread.php?tid=159
20
#20
0 Frags +
Shounicomni's is a lot more reliable so you can use that to cross reference if you like http://huds.tf/forum/showthread.php?tid=159

huds.tf times out for me. Any chance someone can post what they know to update huds for mm (other than in OP)?
Cheers

[quote=Shounic]omni's is a lot more reliable so you can use that to cross reference if you like http://huds.tf/forum/showthread.php?tid=159[/quote]

huds.tf times out for me. Any chance someone can post what they know to update huds for mm (other than in OP)?
Cheers
21
#21
1 Frags +
rhKShounicomni's is a lot more reliable so you can use that to cross reference if you like http://huds.tf/forum/showthread.php?tid=159
huds.tf times out for me. Any chance someone can post what they know to update huds for mm (other than in OP)?
Cheers

Valve dropped another update upon us that changes more HUD elements and adds new ones. It's a fantastic time to be a HUD developer and even a HUD user.

That was sarcasm.

New Files:
resource/ui/hudmatchstatus.res
resource/ui/hudroundcounter.res
resource/ui/hudteamstatus.res

Modified Files:
resource/clientscheme.res
resource/ui/hudobjectivekothtimepanel.res
resource/ui/hudobjectivestatus.res
resource/ui/hudobjectivetimepanel.res
resource/ui/lobbypanel.res
resource/ui/mainmenuoverride.res
scripts/hudanimations_tf.txt
scripts/hudlayout.res

Changes to Round Timers
Round Timers have been heavily changed in this update, and as a result, will not show up unless you update your files. resource/ui/hudobjectivestatus.res has been basically wiped as a file (which makes me wonder why it exists anymore), and has been replaced by resource/ui/hudmatchstatus.res.

It's not all bad, however. You can actually copy the entire "ObjectiveStatusTimePanel" element inside resource/ui/hudobjectivestatus.res and replace the element with the same name inside resource/ui/hudmatchstatus.res. However, you may have to adjust the timer accordingly to the new Matchmaking UI.

Changes to scripts/hudanimations_tf.txt
If you're not using the hudanimations_manifest.txt method for HUD Animations yet, you'll need to update your scripts/hudanimations_tf.txt file to include the following:
Code:
event ActiveTimerHighlight
{
Animate TimePanelValue FgColor TanLight Linear 0.1 0.1
Animate TimePanelValue FgColor "142 134 115 255" Linear 0.3 0.1

Animate TimePanelValue FgColor TanLight Linear 0.5 0.1
Animate TimePanelValue FgColor "142 134 115 255" Linear 0.7 0.1

Animate TimePanelValue FgColor TanLight Linear 0.9 0.1
Animate TimePanelValue FgColor "142 134 115 255" Linear 1.1 0.1

Animate TimePanelValue FgColor TanLight Linear 1.3 0.3

}

event ActiveTimerDim
{
// Slow fade out
Animate TimePanelValue FgColor "142 134 115 255" Linear 0.0 0.4
}

//===========================================

event OvertimeLabelPulseRed
{
Animate OvertimeLabel FgColor TanLight Linear 0.0 0.3
Animate OvertimeLabel FgColor RedSolid Linear 0.3 0.3

RunEvent OvertimeLabelPulseRed 0.6
}

event SuddenDeathLabelPulseRed
{
Animate SuddenDeathLabel FgColor TanLight Linear 0.0 0.3
Animate SuddenDeathLabel FgColor RedSolid Linear 0.3 0.3

RunEvent SuddenDeathLabelPulseRed 0.2
}
Just place it beneath event ActiveTimerBGPulse in your file. Doing this allows the latest animations for King of the Hill and Sudden Death to work correctly.

Changes to scripts/hudlayout.res
hudlayout.res was updated once again (as always with larger updates, it seems). The element "HudCompetitive" and it's values have been replaced entirely with the following:
Code:
HudMatchStatus
{
"fieldName" "HudMatchStatus"
"visible" "1"
"enabled" "1"
"xpos" "0"
"ypos" "0"
"zpos" "2"
"wide" "f0"
"tall" "f0"
}

HudTeamStatus
{
"fieldName" "HudTeamStatus"
"visible" "1"
"enabled" "1"
"xpos" "0"
"ypos" "0"
"zpos" "2"
"wide" "f0"
"tall" "f0"
}
So just delete "HudCompetitive" and replace it with that. Simple enough.

To briefly finish off this post, changes to resource/clientscheme.res only include borders. You may want to include those unless you want missing borders/images in your HUD.

resource/ui/hudobjectivekothtimepanel.res was also updated, but it appears you can completely avoid updating it with the latest values and it still works just as it should. You may need to adjust timer positioning to coincide with the Matchmaking UI, but that is purely aesthetic.

resource/ui/lobbypanel.res was updated to include a penalty timer, as well as rename a few values relating to Low Priority players.

[quote=rhK][quote=Shounic]omni's is a lot more reliable so you can use that to cross reference if you like http://huds.tf/forum/showthread.php?tid=159[/quote]

huds.tf times out for me. Any chance someone can post what they know to update huds for mm (other than in OP)?
Cheers[/quote]
Valve dropped another update upon us that changes more HUD elements and adds new ones. It's a fantastic time to be a HUD developer and even a HUD user.

That was sarcasm.

New Files:
resource/ui/hudmatchstatus.res
resource/ui/hudroundcounter.res
resource/ui/hudteamstatus.res

Modified Files:
resource/clientscheme.res
resource/ui/hudobjectivekothtimepanel.res
resource/ui/hudobjectivestatus.res
resource/ui/hudobjectivetimepanel.res
resource/ui/lobbypanel.res
resource/ui/mainmenuoverride.res
scripts/hudanimations_tf.txt
scripts/hudlayout.res

Changes to Round Timers
Round Timers have been heavily changed in this update, and as a result, will not show up unless you update your files. resource/ui/hudobjectivestatus.res has been basically wiped as a file (which makes me wonder why it exists anymore), and has been replaced by resource/ui/hudmatchstatus.res.

It's not all bad, however. You can actually copy the entire "ObjectiveStatusTimePanel" element inside resource/ui/hudobjectivestatus.res and replace the element with the same name inside resource/ui/hudmatchstatus.res. However, you may have to adjust the timer accordingly to the new Matchmaking UI.

Changes to scripts/hudanimations_tf.txt
If you're not using the hudanimations_manifest.txt method for HUD Animations yet, you'll need to update your scripts/hudanimations_tf.txt file to include the following:
Code:
event ActiveTimerHighlight
{
Animate TimePanelValue FgColor TanLight Linear 0.1 0.1
Animate TimePanelValue FgColor "142 134 115 255" Linear 0.3 0.1

Animate TimePanelValue FgColor TanLight Linear 0.5 0.1
Animate TimePanelValue FgColor "142 134 115 255" Linear 0.7 0.1

Animate TimePanelValue FgColor TanLight Linear 0.9 0.1
Animate TimePanelValue FgColor "142 134 115 255" Linear 1.1 0.1

Animate TimePanelValue FgColor TanLight Linear 1.3 0.3

}

event ActiveTimerDim
{
// Slow fade out
Animate TimePanelValue FgColor "142 134 115 255" Linear 0.0 0.4
}

//===========================================

event OvertimeLabelPulseRed
{
Animate OvertimeLabel FgColor TanLight Linear 0.0 0.3
Animate OvertimeLabel FgColor RedSolid Linear 0.3 0.3

RunEvent OvertimeLabelPulseRed 0.6
}

event SuddenDeathLabelPulseRed
{
Animate SuddenDeathLabel FgColor TanLight Linear 0.0 0.3
Animate SuddenDeathLabel FgColor RedSolid Linear 0.3 0.3

RunEvent SuddenDeathLabelPulseRed 0.2
}
Just place it beneath event ActiveTimerBGPulse in your file. Doing this allows the latest animations for King of the Hill and Sudden Death to work correctly.

Changes to scripts/hudlayout.res
hudlayout.res was updated once again (as always with larger updates, it seems). The element "HudCompetitive" and it's values have been replaced entirely with the following:
Code:
HudMatchStatus
{
"fieldName" "HudMatchStatus"
"visible" "1"
"enabled" "1"
"xpos" "0"
"ypos" "0"
"zpos" "2"
"wide" "f0"
"tall" "f0"
}

HudTeamStatus
{
"fieldName" "HudTeamStatus"
"visible" "1"
"enabled" "1"
"xpos" "0"
"ypos" "0"
"zpos" "2"
"wide" "f0"
"tall" "f0"
}
So just delete "HudCompetitive" and replace it with that. Simple enough.

To briefly finish off this post, changes to resource/clientscheme.res only include borders. You may want to include those unless you want missing borders/images in your HUD.

resource/ui/hudobjectivekothtimepanel.res was also updated, but it appears you can completely avoid updating it with the latest values and it still works just as it should. You may need to adjust timer positioning to coincide with the Matchmaking UI, but that is purely aesthetic.

resource/ui/lobbypanel.res was updated to include a penalty timer, as well as rename a few values relating to Low Priority players.
Please sign in through STEAM to post a comment.