ComeInMyCave1) How can I change the form/legth/color of all the charge meters (jarate/cloak...)? I managed to change the stickybomb launcher and huntsman one but ItemEffectMeter.res does nothing on the others.
Length/width are controlled by the wide and tall values in the specific huditemeffectmeter file that you want to edit. Color is changed with the fgcolor or fgcolor_override field. Same goes for fgcolor and bgcolor_override
ComeInMyCave3) How can I make my overheal a simple blue square instead of a white cross (Yayahud fashion)? Is this the same method when hurt?
I believe (can't confirm though) what the yahud variants do to make their backgrounds behind the health numbers is to make the entirety of the hudplayerhealth panel around the health numbers (edited in hudlayout). You will also need to change the hudanimations file so that it changes color when you become overhealed and are below a certain health threshold. I'd recommend looking at the ones in the other yahud variants for reference.
I also don't have anything that I can reference at the moment to answer your second question but I can at a later time
[quote=ComeInMyCave]
1) How can I change the form/legth/color of all the charge meters (jarate/cloak...)? I managed to change the stickybomb launcher and huntsman one but ItemEffectMeter.res does nothing on the others.[/quote]
Length/width are controlled by the wide and tall values in the specific huditemeffectmeter file that you want to edit. Color is changed with the fgcolor or fgcolor_override field. Same goes for fgcolor and bgcolor_override
[quote=ComeInMyCave]
3) How can I make my overheal a simple blue square instead of a white cross (Yayahud fashion)? Is this the same method when hurt?[/quote]
I believe (can't confirm though) what the yahud variants do to make their backgrounds behind the health numbers is to make the entirety of the hudplayerhealth panel around the health numbers (edited in hudlayout). You will also need to change the hudanimations file so that it changes color when you become overhealed and are below a certain health threshold. I'd recommend looking at the ones in the other yahud variants for reference.
I also don't have anything that I can reference at the moment to answer your second question but I can at a later time
Is there any way to pin something 3/4 or 1/4 across my screen as opposed to the center, left or right no matter the resolution?
Is there any way to pin something 3/4 or 1/4 across my screen as opposed to the center, left or right no matter the resolution?
KonceptComeInMyCave1) How can I change the form/legth/color of all the charge meters (jarate/cloak...)? I managed to change the stickybomb launcher and huntsman one but ItemEffectMeter.res does nothing on the others.
Length/width are controlled by the wide and tall values in the specific huditemeffectmeter file that you want to edit. Color is changed with the fgcolor or fgcolor_override field. Same goes for fgcolor and bgcolor_overrideComeInMyCave3) How can I make my overheal a simple blue square instead of a white cross (Yayahud fashion)? Is this the same method when hurt?
I believe (can't confirm though) what the yahud variants do to make their backgrounds behind the health numbers is to make the entirety of the hudplayerhealth panel around the health numbers (edited in hudlayout). You will also need to change the hudanimations file so that it changes color when you become overhealed and are below a certain health threshold. I'd recommend looking at the ones in the other yahud variants for reference.
I also don't have anything that I can reference at the moment to answer your second question but I can at a later time
Hello! First thank you for your answer. I managed to change all of the meters of my hud with your help.
But I'm kinda lost with the overheal thing, I'm not sure what I must edit in hudlayout/hudplayerhealth. Would it be possible to have more in-depth explanations? Or is there a tutorial about that somewhere on the Internet? (Watched Rayshud tuto but didn't find what I was looking for).
Thanks!
[quote=Koncept][quote=ComeInMyCave]
1) How can I change the form/legth/color of all the charge meters (jarate/cloak...)? I managed to change the stickybomb launcher and huntsman one but ItemEffectMeter.res does nothing on the others.[/quote]
Length/width are controlled by the wide and tall values in the specific huditemeffectmeter file that you want to edit. Color is changed with the fgcolor or fgcolor_override field. Same goes for fgcolor and bgcolor_override
[quote=ComeInMyCave]
3) How can I make my overheal a simple blue square instead of a white cross (Yayahud fashion)? Is this the same method when hurt?[/quote]
I believe (can't confirm though) what the yahud variants do to make their backgrounds behind the health numbers is to make the entirety of the hudplayerhealth panel around the health numbers (edited in hudlayout). You will also need to change the hudanimations file so that it changes color when you become overhealed and are below a certain health threshold. I'd recommend looking at the ones in the other yahud variants for reference.
I also don't have anything that I can reference at the moment to answer your second question but I can at a later time[/quote]
Hello! First thank you for your answer. I managed to change all of the meters of my hud with your help.
But I'm kinda lost with the overheal thing, I'm not sure what I must edit in hudlayout/hudplayerhealth. Would it be possible to have more in-depth explanations? Or is there a tutorial about that somewhere on the Internet? (Watched Rayshud tuto but didn't find what I was looking for).
Thanks!
ComeInMyCaveKonceptComeInMyCave1) How can I change the form/legth/color of all the charge meters (jarate/cloak...)? I managed to change the stickybomb launcher and huntsman one but ItemEffectMeter.res does nothing on the others.
Length/width are controlled by the wide and tall values in the specific huditemeffectmeter file that you want to edit. Color is changed with the fgcolor or fgcolor_override field. Same goes for fgcolor and bgcolor_overrideComeInMyCave3) How can I make my overheal a simple blue square instead of a white cross (Yayahud fashion)? Is this the same method when hurt?
I believe (can't confirm though) what the yahud variants do to make their backgrounds behind the health numbers is to make the entirety of the hudplayerhealth panel around the health numbers (edited in hudlayout). You will also need to change the hudanimations file so that it changes color when you become overhealed and are below a certain health threshold. I'd recommend looking at the ones in the other yahud variants for reference.
I also don't have anything that I can reference at the moment to answer your second question but I can at a later time
Hello! First thank you for your answer. I managed to change all of the meters of my hud with your help.
But I'm kinda lost with the overheal thing, I'm not sure what I must edit in hudlayout/hudplayerhealth. Would it be possible to have more in-depth explanations? Or is there a tutorial about that somewhere on the Internet? (Watched Rayshud tuto but didn't find what I was looking for).
Thanks!
I would recommend watching this video by kermit. He goes into a lot of depth and I think he covers the formula behind the yahud health boxes as well.
Hope this helps!
[quote=ComeInMyCave][quote=Koncept][quote=ComeInMyCave]
1) How can I change the form/legth/color of all the charge meters (jarate/cloak...)? I managed to change the stickybomb launcher and huntsman one but ItemEffectMeter.res does nothing on the others.[/quote]
Length/width are controlled by the wide and tall values in the specific huditemeffectmeter file that you want to edit. Color is changed with the fgcolor or fgcolor_override field. Same goes for fgcolor and bgcolor_override
[quote=ComeInMyCave]
3) How can I make my overheal a simple blue square instead of a white cross (Yayahud fashion)? Is this the same method when hurt?[/quote]
I believe (can't confirm though) what the yahud variants do to make their backgrounds behind the health numbers is to make the entirety of the hudplayerhealth panel around the health numbers (edited in hudlayout). You will also need to change the hudanimations file so that it changes color when you become overhealed and are below a certain health threshold. I'd recommend looking at the ones in the other yahud variants for reference.
I also don't have anything that I can reference at the moment to answer your second question but I can at a later time[/quote]
Hello! First thank you for your answer. I managed to change all of the meters of my hud with your help.
But I'm kinda lost with the overheal thing, I'm not sure what I must edit in hudlayout/hudplayerhealth. Would it be possible to have more in-depth explanations? Or is there a tutorial about that somewhere on the Internet? (Watched Rayshud tuto but didn't find what I was looking for).
Thanks![/quote]
I would recommend watching [url=https://youtu.be/w2NHpSC-0cw]this video[/url] by kermit. He goes into a lot of depth and I think he covers the formula behind the yahud health boxes as well.
Hope this helps!
How to change color of entered text in console like in ahud?
How to change color of entered text in console like in ahud?
How can I make a button (CExImageButton) run a console command (like open_charinfo_direct) instead of its own cryptic commands? Making "open_charinfo_direct" the "command" for a button won't work, though it works in the console.
Thanks in advance!
edit: Alternatively, helping me find out the commands used for the items button, store button, etc would be helpful as they're not in the mainmenuoverride.res... Thanks again!
How can I make a button (CExImageButton) run a console command (like open_charinfo_direct) instead of its own cryptic commands? Making "open_charinfo_direct" the "command" for a button won't work, though it works in the console.
Thanks in advance!
edit: Alternatively, helping me find out the commands used for the items button, store button, etc would be helpful as they're not in the mainmenuoverride.res... Thanks again!
TeddyHow can I make a button (CExImageButton) run a console command (like open_charinfo_direct) instead of its own cryptic commands? Making "open_charinfo_direct" the "command" for a button won't work, though it works in the console.
Thanks in advance!
edit: Alternatively, helping me find out the commands used for the items button, store button, etc would be helpful as they're not in the mainmenuoverride.res... Thanks again!
does the command field look like
engine open_charinfo
instead of just
open_charinfo
[quote=Teddy]How can I make a button (CExImageButton) run a console command (like open_charinfo_direct) instead of its own cryptic commands? Making "open_charinfo_direct" the "command" for a button won't work, though it works in the console.
Thanks in advance!
edit: Alternatively, helping me find out the commands used for the items button, store button, etc would be helpful as they're not in the mainmenuoverride.res... Thanks again![/quote]
does the command field look like
[code]engine open_charinfo[/code]
instead of just
[code]open_charinfo[/code]
Konceptdoes the command field look like
engine open_charinfo
instead of just
open_charinfo
Simply "open_charinfo"
edit: You're a wizard. Thank you.
[quote=Koncept]does the command field look like
[code]engine open_charinfo[/code]
instead of just
[code]open_charinfo[/code][/quote]
Simply "open_charinfo"
edit: You're a wizard. Thank you.
Doublepost, but its a day later and irrelevant.
What is the best way to test things that I can't otherwise easily make appear? Such as the winpanel, the mvm mission completion windows, or autobalance window that tells you your new objective? I'd also really rather not sit idle in a server when I work on the comp/casual HUDs.
I'd rather not copypaste them crudely into another location and make them always appear, not to mention there's reasons that may not always work.
Thanks once again in advance. :>
Doublepost, but its a day later and irrelevant.
What is the best way to test things that I can't otherwise easily make appear? Such as the winpanel, the mvm mission completion windows, or autobalance window that tells you your new objective? I'd also really rather not sit idle in a server when I work on the comp/casual HUDs.
I'd rather not copypaste them crudely into another location and make them always appear, not to mention there's reasons that may not always work.
Thanks once again in advance. :>
TeddyDoublepost, but its a day later and irrelevant.
What is the best way to test things that I can't otherwise easily make appear? Such as the winpanel, the mvm mission completion windows, or autobalance window that tells you your new objective? I'd also really rather not sit idle in a server when I work on the comp/casual HUDs.
I'd rather not copypaste them crudely into another location and make them always appear, not to mention there's reasons that may not always work.
Thanks once again in advance. :>
I know for the winpanel specifically, I do one of 2 things:
- watch a demo and pause when the winpanel is showing at the end of the round. I sometimes like this because it lets me get through all the demos of matches that I have stored on my hard drive. Also remember to keep the demo playing even at slowest speed because if it's paused or at 0 speed, things will break. I recommend making changes, saving the file, starting the demo playing again, then doing a hud_reloadscheme
- go into a local server and do sv_pausable 1, then type mp_forcewin 1/2/red/blu to trigger the winpanel. Then pause to find the stuff that you want to look at and change. I also use a host_timescale of 2 because the after time when you've made your changes and do a hud_reloadscheme is really long and you're basically looking at nothing because you can't see the changes you've made. You'd have to trigger the mp_forcewin again after a round has ended and after a new one has begun to see what changes you've made.
Edit: I was partially incorrect on the mp_forcewin command. It's mp_forcewin 2/3/red/Blu instead
hope this helps!!
[quote=Teddy]Doublepost, but its a day later and irrelevant.
What is the best way to test things that I can't otherwise easily make appear? Such as the winpanel, the mvm mission completion windows, or autobalance window that tells you your new objective? I'd also really rather not sit idle in a server when I work on the comp/casual HUDs.
I'd rather not copypaste them crudely into another location and make them always appear, not to mention there's reasons that may not always work.
Thanks once again in advance. :>[/quote]
I know for the winpanel specifically, I do one of 2 things:
[list]
[*] watch a demo and pause when the winpanel is showing at the end of the round. I sometimes like this because it lets me get through all the demos of matches that I have stored on my hard drive. Also remember to keep the demo playing even at slowest speed because if it's paused or at 0 speed, things will break. I recommend making changes, saving the file, starting the demo playing again, then doing a hud_reloadscheme
[*] go into a local server and do sv_pausable 1, then type mp_forcewin 1/2/red/blu to trigger the winpanel. Then pause to find the stuff that you want to look at and change. I also use a host_timescale of 2 because the after time when you've made your changes and do a hud_reloadscheme is really long and you're basically looking at nothing because you can't see the changes you've made. You'd have to trigger the mp_forcewin again after a round has ended and after a new one has begun to see what changes you've made.
Edit: I was partially incorrect on the mp_forcewin command. It's mp_forcewin 2/3/red/Blu instead
[/list]
hope this helps!!
KonceptI know for the winpanel specifically, I do one of 2 things:
hope this helps!!
These suggestions are immensely helpful. Thank you!
[quote=Koncept]
I know for the winpanel specifically, I do one of 2 things:
[list]
[*] *snippity*
[*] *snip*
[/list]
hope this helps!![/quote]
These suggestions are immensely helpful. Thank you!
CubekolHow to change color of entered text in console like in ahud?
It's somewhere in sourcescheme.res I can't remember where.
[quote=Cubekol]How to change color of entered text in console like in ahud?[/quote]
It's somewhere in sourcescheme.res I can't remember where.
TeddyHow can I make a button (CExImageButton) run a console command (like open_charinfo_direct) instead of its own cryptic commands? Making "open_charinfo_direct" the "command" for a button won't work, though it works in the console.
Thanks in advance!
edit: Alternatively, helping me find out the commands used for the items button, store button, etc would be helpful as they're not in the mainmenuoverride.res... Thanks again!
put engine before the command
e.g. "engine open_charinfo"
--------------------------------------------------------------------------------------------------------------------------------------------------
How do I edit the time that is left in a round of payload? I can find everything except that in hudobjectivetimepanel.res
[quote=Teddy]How can I make a button (CExImageButton) run a console command (like open_charinfo_direct) instead of its own cryptic commands? Making "open_charinfo_direct" the "command" for a button won't work, though it works in the console.
Thanks in advance!
edit: Alternatively, helping me find out the commands used for the items button, store button, etc would be helpful as they're not in the mainmenuoverride.res... Thanks again![/quote]
put engine before the command
e.g. "engine open_charinfo"
--------------------------------------------------------------------------------------------------------------------------------------------------
How do I edit the time that is left in a round of payload? I can find everything except that in hudobjectivetimepanel.res
CubekolHow to change color of entered text in console like in ahud?
On Resource/SourceScheme.res, add/look for "Console.TextColor (Red Green Blue Alpha values you want)"
XenThePybroHow do I edit the time that is left in a round of payload? I can find everything except that in hudobjectivetimepanel.res
Not sure if I'm correct, but wouldn't ObjectiveStatusEscort.res be the file you're looking for?
[quote=Cubekol]How to change color of entered text in console like in ahud?[/quote]
On Resource/SourceScheme.res, add/look for "Console.TextColor (Red Green Blue Alpha values you want)"
[quote=XenThePybro]How do I edit the time that is left in a round of payload? I can find everything except that in hudobjectivetimepanel.res[/quote]
Not sure if I'm correct, but wouldn't ObjectiveStatusEscort.res be the file you're looking for?
HudStopwatch? Unless you just mean pubs.
HudStopwatch? Unless you just mean pubs.
_KermitHudStopwatch? Unless you just mean pubs.
I mean in pubs/casual
On a side note how do I edit the bit at the top on casual showing how many people are dead/alive?
[quote=_Kermit]HudStopwatch? Unless you just mean pubs.[/quote]
I mean in pubs/casual
On a side note how do I edit the bit at the top on casual showing how many people are dead/alive?
How do I need to change these values in hudanimations_tf so the reserve ammo will flash from black to orange without the color fading effect?
Animate AmmoInReserve FgColor "33 33 33 255" Linear 0.0 0.1
Animate AmmoInReserve FgColor "255 43 0 255" Linear 0.2 0.3
Animate AmmoInReserve FgColor "33 33 33 255" Linear 0.4 0.5
RunEvent HudLowAmmoPulseLoop 0.6
How do I need to change these values in hudanimations_tf so the reserve ammo will flash from black to orange without the color fading effect?
[code] Animate AmmoInReserve FgColor "33 33 33 255" Linear 0.0 0.1
Animate AmmoInReserve FgColor "255 43 0 255" Linear 0.2 0.3
Animate AmmoInReserve FgColor "33 33 33 255" Linear 0.4 0.5
RunEvent HudLowAmmoPulseLoop 0.6[/code]
How can I change the position of my chat box?
How can I change the position of my chat box?
flumeHow can I change the position of my chat box?
Change the xpos/ypos of "HudChat" in Resource/UI/BaseChat.res, adjusting the other elements as needed.
[quote=flume]How can I change the position of my chat box?[/quote]
Change the xpos/ypos of "HudChat" in Resource/UI/BaseChat.res, adjusting the other elements as needed.
JBHow do I need to change these values in hudanimations_tf so the reserve ammo will flash from black to orange without the color fading effect?
Animate AmmoInReserve FgColor "33 33 33 255" Linear 0.0 0.1
Animate AmmoInReserve FgColor "255 43 0 255" Linear 0.2 0.3
Animate AmmoInReserve FgColor "33 33 33 255" Linear 0.4 0.5
RunEvent HudLowAmmoPulseLoop 0.6
edit: misunderstood question you need to change the second set of numbers to 0.
e.g.
Animate AmmoInReserve FgColor "33 33 33 255" Linear 0.4 0.0
instead of
Animate AmmoInReserve FgColor "33 33 33 255" Linear 0.4 0.5
[quote=JB]How do I need to change these values in hudanimations_tf so the reserve ammo will flash from black to orange without the color fading effect?
[code] Animate AmmoInReserve FgColor "33 33 33 255" Linear 0.0 0.1
Animate AmmoInReserve FgColor "255 43 0 255" Linear 0.2 0.3
Animate AmmoInReserve FgColor "33 33 33 255" Linear 0.4 0.5
RunEvent HudLowAmmoPulseLoop 0.6[/code][/quote]
edit: misunderstood question you need to change the second set of numbers to 0.
e.g.
Animate AmmoInReserve FgColor "33 33 33 255" Linear 0.4 0.0
instead of
Animate AmmoInReserve FgColor "33 33 33 255" Linear 0.4 0.5
how do I edit the background/color of these buttons? (in the casual lobby) I found the button but I can't change the colour or anything in lobbycontainerframe.res and it does not have another entry in lobbycontainerframe_casual.res
http://imgur.com/L28qNPu
edit: and does anyone know how I can have different animations play depending if I am using cl_hud_minmode 1 or not for low ammo?
how do I edit the background/color of these buttons? (in the casual lobby) I found the button but I can't change the colour or anything in lobbycontainerframe.res and it does not have another entry in lobbycontainerframe_casual.res
http://imgur.com/L28qNPu
edit: and does anyone know how I can have different animations play depending if I am using cl_hud_minmode 1 or not for low ammo?
XenThePybrohow do I edit the background/color of these buttons? (in the casual lobby) I found the button but I can't change the colour or anything in lobbycontainerframe.res and it does not have another entry in lobbycontainerframe_casual.res
That's the good thing about #base, you can create the entry in the _casual .res file of the lobbycontainer frame with just the bgcolor_override like so:
"BackButton"
{
"bgcolor_override" "160 160 160 255"
}
"NextButton"
{
"bgcolor_override" "160 160 160 255"
}
"StartPartyButton"
{
"bgcolor_override" "160 160 160 255"
}
Possibly add DefaultBgColor_override, ArmedBgColor_override & DepressedBgColor_override for various button hover/press/(in)active states.
edit: and does anyone know how I can have different animations play depending if I am using cl_hud_minmode 1 or not for low ammo?
Duplicate elements, animate both in hudanimations and only make 1 of each set show up with "visible_minmode"?
[quote=XenThePybro]how do I edit the background/color of [url=http://imgur.com/L28qNPu]these buttons? (in the casual lobby)[/url] I found the button but I can't change the colour or anything in lobbycontainerframe.res and it does not have another entry in lobbycontainerframe_casual.res[/quote]
That's the good thing about #base, you can create the entry in the [i]_casual[/i] .res file of the lobbycontainer frame with just the bgcolor_override like so:
[code]"BackButton"
{
"bgcolor_override" "160 160 160 255"
}
"NextButton"
{
"bgcolor_override" "160 160 160 255"
}
"StartPartyButton"
{
"bgcolor_override" "160 160 160 255"
}[/code]
Possibly add [i]DefaultBgColor_override[/i], [i]ArmedBgColor_override[/i] & [i]DepressedBgColor_override[/i] for various button hover/press/(in)active states.
[quote]edit: and does anyone know how I can have different animations play depending if I am using cl_hud_minmode 1 or not for low ammo?[/quote]
Duplicate elements, animate both in hudanimations and only make 1 of each set show up with "visible_minmode"?
WiethoofdXenThePybrohow do I edit the background/color of these buttons? (in the casual lobby) I found the button but I can't change the colour or anything in lobbycontainerframe.res and it does not have another entry in lobbycontainerframe_casual.res
That's the good thing about #base, you can create the entry in the _casual .res file of the lobbycontainer frame with just the bgcolor_override like so:"BackButton"
{
"bgcolor_override" "160 160 160 255"
}
"NextButton"
{
"bgcolor_override" "160 160 160 255"
}
"StartPartyButton"
{
"bgcolor_override" "160 160 160 255"
}
Possibly add DefaultBgColor_override, ArmedBgColor_override & DepressedBgColor_override for various button hover/press/(in)active states.edit: and does anyone know how I can have different animations play depending if I am using cl_hud_minmode 1 or not for low ammo?
Duplicate elements, animate both in hudanimations and only make 1 of each set show up with "visible_minmode"?
yeah I already tried that but for the ammo you can't create duplicates of the ammo unless if you want it to show up at the wrong times e.g. secondary ammo visible when you have your primary out.
[quote=Wiethoofd][quote=XenThePybro]how do I edit the background/color of [url=http://imgur.com/L28qNPu]these buttons? (in the casual lobby)[/url] I found the button but I can't change the colour or anything in lobbycontainerframe.res and it does not have another entry in lobbycontainerframe_casual.res[/quote]
That's the good thing about #base, you can create the entry in the [i]_casual[/i] .res file of the lobbycontainer frame with just the bgcolor_override like so:
[code]"BackButton"
{
"bgcolor_override" "160 160 160 255"
}
"NextButton"
{
"bgcolor_override" "160 160 160 255"
}
"StartPartyButton"
{
"bgcolor_override" "160 160 160 255"
}[/code]
Possibly add [i]DefaultBgColor_override[/i], [i]ArmedBgColor_override[/i] & [i]DepressedBgColor_override[/i] for various button hover/press/(in)active states.
[quote]edit: and does anyone know how I can have different animations play depending if I am using cl_hud_minmode 1 or not for low ammo?[/quote]
Duplicate elements, animate both in hudanimations and only make 1 of each set show up with "visible_minmode"?[/quote]
yeah I already tried that but for the ammo you can't create duplicates of the ammo unless if you want it to show up at the wrong times e.g. secondary ammo visible when you have your primary out.
what is the most efficient way to ensure that my health and ammo are both equidistant to the center of the screen?
what is the most efficient way to ensure that my health and ammo are both equidistant to the center of the screen?
How do i move this box and text just little bit to the right?
http://imgur.com/a/GnHI1
Thanks in advance
How do i move this box and text just little bit to the right?
http://imgur.com/a/GnHI1
Thanks in advance
TheFastFreakHow do i move this box and text just little bit to the right?
http://imgur.com/a/GnHI1
Thanks in advance
you need to copy the text and hide the original. You can now edit the xpos of the new text as well as change the color.
Pertwhat is the most efficient way to ensure that my health and ammo are both equidistant to the center of the screen?
go to hudlayout.res and create a box that is is 480 tall and 1 wide. Use c to position it from the center so it is the same distance from both sides and line that up with your health/ammo
[quote=TheFastFreak]How do i move this box and text just little bit to the right?
http://imgur.com/a/GnHI1
Thanks in advance[/quote]
you need to copy the text and hide the original. You can now edit the xpos of the new text as well as change the color.
[quote=Pert]what is the most efficient way to ensure that my health and ammo are both equidistant to the center of the screen?[/quote]
go to hudlayout.res and create a box that is is 480 tall and 1 wide. Use c to position it from the center so it is the same distance from both sides and line that up with your health/ammo
XenThePybroTheFastFreakHow do i move this box and text just little bit to the right?
http://imgur.com/a/GnHI1
Thanks in advance
you need to copy the text and hide the original. You can now edit the xpos of the new text as well as change the color.
Pertwhat is the most efficient way to ensure that my health and ammo are both equidistant to the center of the screen?
go to hudlayout.res and create a box that is is 480 tall and 1 wide. Use c to position it from the center so it is the same distance from both sides and line that up with your health/ammo
Worked, thanks :))))
[quote=XenThePybro][quote=TheFastFreak]How do i move this box and text just little bit to the right?
http://imgur.com/a/GnHI1
Thanks in advance[/quote]
you need to copy the text and hide the original. You can now edit the xpos of the new text as well as change the color.
[quote=Pert]what is the most efficient way to ensure that my health and ammo are both equidistant to the center of the screen?[/quote]
go to hudlayout.res and create a box that is is 480 tall and 1 wide. Use c to position it from the center so it is the same distance from both sides and line that up with your health/ammo[/quote]
Worked, thanks :))))
How to move the killstreak counter a little to the left?
I uses rayshud with minimal settings turned on, any exact number to change?
How to move the killstreak counter a little to the left?
I uses rayshud with minimal settings turned on, any exact number to change?
how do I divide up clientscheme.res with #base? Whenever I try the colours get screwed up.
how do I divide up clientscheme.res with #base? Whenever I try the colours get screwed up.
@TheFastFreak: huditemeffectmeter_killstreak.res just mess with xpos(_minmode) and hud_reloadscheme to position it
@XenThePybro: look at code from huds already using #base for clientscheme.res
Things to look out for:
- order of the #base include lines (first will be used over similar/same definitions in the second file)
- stuff in the hudfolder/resource/clientscheme.res file with the #base includes overrides what is in the included files
@TheFastFreak: huditemeffectmeter_killstreak.res just mess with xpos(_minmode) and hud_reloadscheme to position it
@XenThePybro: look at code from huds already using #base for clientscheme.res
Things to look out for:
- order of the #base include lines (first will be used over similar/same definitions in the second file)
- stuff in the hudfolder/resource/clientscheme.res file with the #base includes overrides what is in the included files