My hud fonts are not working,I have installed them properly and tried reinstalling them and they all turn into a default placeholder font.It's the surface number fonts,.like damage and timers and team switch.I have 0 clue to why this happened
duck_https://puu.sh/Ejws8/889aff5847.png
what element modifies the timer at the top for the match hud?
Man no offense but you've been asking a load of questions for some really simple shit, just use vgui_drawtree 1 in the future and tick "highlight selected" to see the files you need to edit. It's HudMatchStatus for this one though.
b0ubleHow do I make low health color be like ammo, like I couldnt find it in colors.res file, also how do I make the same outline when the health is buffed like in m0rehud, using broesel_blue.
https://imgur.com/a/cgMaWHC
Animate PlayerStatusHealthValueShadow, or something with a similar name, to something like the below.
Animate PlayerStatusHealthValueShadow fgcolor "255 75 75 255" Linear 0.0 0.1
what element modifies the timer at the top for the match hud?[/quote]
Man no offense but you've been asking a load of questions for some really simple shit, just use vgui_drawtree 1 in the future and tick "highlight selected" to see the files you need to edit. It's HudMatchStatus for this one though.
[quote=b0uble]How do I make low health color be like ammo, like I couldnt find it in colors.res file, also how do I make the same outline when the health is buffed like in m0rehud, using broesel_blue.
https://imgur.com/a/cgMaWHC[/quote]
Animate PlayerStatusHealthValueShadow, or something with a similar name, to something like the below.
[code]Animate PlayerStatusHealthValueShadow fgcolor "255 75 75 255" Linear 0.0 0.1[/code]
hi, how can i change ahud to use a health cross?
also i want to remove the casual button from my hud
also i want to remove the casual button from my hud
https://imgur.com/Oaokwjz
hello, my control point icons dont show 1x on point (other speeds work fine)
how can i fix this?
hello, my control point icons dont show 1x on point (other speeds work fine)
how can i fix this?
https://i.imgur.com/f560knN.png
Does anyone know how to change the size of "Sheet"? It affects the rest of the sheets (causing cut offs), and I'm striking out finding the right file to edit
Does anyone know how to change the size of "Sheet"? It affects the rest of the sheets (causing cut offs), and I'm striking out finding the right file to edit
Does anyone know how to change broeselhud_blues custom main menu back to the default? Thanks so much.
https://puu.sh/EnjaN/9de19f5573.png
I couldn't find the dimmed panel that shows up when you click the play button
https://puu.sh/Enlxv/0927915a60.png
also where is the game coordinator message found
I couldn't find the dimmed panel that shows up when you click the play button
https://puu.sh/Enlxv/0927915a60.png
also where is the game coordinator message found
The dashboard dimmer is an element on the mainmenu that appears when you press the play button and open the play list. It's difficult to edit because it doesn't appear in any files and only gets loaded (from code) when either the play menu or the console is opened. from here
https://puu.sh/EnYJc/f4df25891f.png
how do I make it so the bg armed color is just the default bg. also what modifies that item info panel.
also for some reason i can't seem to change the armed colors of the loadout preset buttons or taunt/weapons button
https://puu.sh/Eo5DG/aed93b7f34.png
what element modifies the color of the valve comp mmr value?
how do I make it so the bg armed color is just the default bg. also what modifies that item info panel.
also for some reason i can't seem to change the armed colors of the loadout preset buttons or taunt/weapons button
https://puu.sh/Eo5DG/aed93b7f34.png
what element modifies the color of the valve comp mmr value?
How would I make the profile pictures in the end screen of a casual match disappear I can make them not show during the match and on the MVP board but I cant seem to get them to vanish on the end screen
https://puu.sh/Eoxgp/cbfb7bc317.png
for some reason the button i have for vote,mute,and report don't show up
edit: i figured out that you have to modify the gamemenu.res file if you're using text icons as buttons
"CallVoteButton"
{
"label" "J"
"command" "callvote"
"OnlyInGame" "1"
"subimage" "icon_checkbox"
"tooltip" "Call Vote"
}
"MutePlayersButton"
{
"label" ">"
"command" "OpenPlayerListDialog"
"OnlyInGame" "1"
"subimage" "glyph_muted"
"tooltip" "Mute Players"
}
"ReportPlayerButton"
{
"label" "!"
"command" "OpenReportPlayerDialog"
"OnlyInGame" "1"
"tooltip" "Report Player"
}
for some reason the button i have for vote,mute,and report don't show up
edit: i figured out that you have to modify the gamemenu.res file if you're using text icons as buttons
[code]"CallVoteButton"
{
"label" "J"
"command" "callvote"
"OnlyInGame" "1"
"subimage" "icon_checkbox"
"tooltip" "Call Vote"
}
"MutePlayersButton"
{
"label" ">"
"command" "OpenPlayerListDialog"
"OnlyInGame" "1"
"subimage" "glyph_muted"
"tooltip" "Mute Players"
}
"ReportPlayerButton"
{
"label" "!"
"command" "OpenReportPlayerDialog"
"OnlyInGame" "1"
"tooltip" "Report Player"
}[/code]
Octalblock -how to make ItemEffectMeter colored?-
Yeah, it's hard-coded white, but you can kinda work around this by adding a semi-transparent image panel on top of the bar. To produce this, i made an ImagePanel with no image specified, and made a FillColor of 0 0 50 175 (for the phlog bar) to produce a slightly tinted blue effect, you can change the colors around to your liking. I currently have it so each item slot has a different color, making for easier identification on what is charged out of the corner of the eye. For the jetpack, HudRocketPack has two separate meter-bar elements, so i just made an overlay for each. You can also sandwich the overlay between the bar and the meter label, which is also hard-coded white, so that the text can be readable against the bar at all times. Each ItemEffectMeter can also have a different colored bar, which is how my phlog bar is slightly blue and my jetpack is slightly red.
The only notable downside of this is when a white bar turns red (full phlog/banner, no ready jetpack charge, etc), your overlay will be tinting the red bar into another color (ie a blue overlay will make a red bar purple), but it's a concession i've made by making the color tints slight enough that it's not too noticeable.
Yeah, it's hard-coded white, but you can kinda work around this by adding a semi-transparent image panel on top of the bar. To produce [url=https://imgur.com/YkxfIMx/]this[/url], i made an ImagePanel with no image specified, and made a FillColor of 0 0 50 175 (for the phlog bar) to produce a slightly tinted blue effect, you can change the colors around to your liking. I currently have it so each item slot has a different color, making for easier identification on what is charged out of the corner of the eye. For the jetpack, HudRocketPack has two separate meter-bar elements, so i just made an overlay for each. You can also sandwich the overlay between the bar and the meter label, which is also hard-coded white, so that the text can be readable against the bar at all times. Each ItemEffectMeter can also have a different colored bar, which is how my phlog bar is slightly blue and my jetpack is slightly red.
The only notable downside of this is when a white bar turns red (full phlog/banner, no ready jetpack charge, etc), your overlay will be tinting the red bar into another color (ie a blue overlay will make a red bar purple), but it's a concession i've made by making the color tints slight enough that it's not too noticeable.
muddyOctalblock -how to make ItemEffectMeter colored?--Hard coded white; work around with image panel; color changes if fillcolor is non-blank-
Thank you so much! This worked greatly, and anyone else with this problem should be directed to this post. Thank you again!
[i]-Hard coded white; work around with image panel; color changes if fillcolor is non-blank-[/i]
[/quote]
Thank you so much! This worked greatly, and anyone else with this problem should be directed to this post. Thank you again!
What is the UI for the ingame timer and player panels? I want to transfer the m0rehud small panel to another hud.
[img]https://i.imgur.com/El7s5W9.jpg[/img]
vanbroWhat is the UI for the ingame timer and player panels? I want to transfer the m0rehud small panel to another hud.
https://i.imgur.com/El7s5W9.jpg
hudmatchstatus.res and hudobjectivetimepanel.res for the timer
and also hudmatchstatus.res for the team status panel
[img]https://i.imgur.com/El7s5W9.jpg[/img][/quote]
hudmatchstatus.res and hudobjectivetimepanel.res for the timer
and also hudmatchstatus.res for the team status panel
I currently have a main menu button coded as such:
"TFItems"
{
"ControlName" "CExButton"
"fieldName" "TFItems"
"labeltext" "ITEMS"
"font" "HudFontMediumSmallSecondary"
"textAlignment" "north-west"
"xpos" "c-350"
"ypos" "c-108"
"zpos" "4"
"wide" "373"
"tall" "54"
"autoResize" "0"
"pinCorner" "3"
"visible" "1"
"enabled" "1"
"tabPosition" "0"
"labelText" ""
"textAlignment" "west"
"textinsetx" "5"
"textinsety" "5"
"use_proportional_insets" "1"
"dulltext" "0"
"brighttext" "0"
"default" "1"
"Command" "engine open_charinfo"
"defaultFgColor_override" "TanLight"
"armedFGColor_override" "TanLight"
"armedBgColor_override" "146 63 4 255"
"defaultBgColor_override" "59 57 53 255"
"sound_depressed" "UI/buttonclick.wav"
"sound_released" "UI/buttonclickrelease.wav"
"sound_armed" "UI/buttonclickrelease.wav"
}
How can I add a subtitle with a different font and size of the main "ITEMS" labeltext? looking for something like this:
Thanks!
"TFItems"
{
"ControlName" "CExButton"
"fieldName" "TFItems"
"labeltext" "ITEMS"
"font" "HudFontMediumSmallSecondary"
"textAlignment" "north-west"
"xpos" "c-350"
"ypos" "c-108"
"zpos" "4"
"wide" "373"
"tall" "54"
"autoResize" "0"
"pinCorner" "3"
"visible" "1"
"enabled" "1"
"tabPosition" "0"
"labelText" ""
"textAlignment" "west"
"textinsetx" "5"
"textinsety" "5"
"use_proportional_insets" "1"
"dulltext" "0"
"brighttext" "0"
"default" "1"
"Command" "engine open_charinfo"
"defaultFgColor_override" "TanLight"
"armedFGColor_override" "TanLight"
"armedBgColor_override" "146 63 4 255"
"defaultBgColor_override" "59 57 53 255"
"sound_depressed" "UI/buttonclick.wav"
"sound_released" "UI/buttonclickrelease.wav"
"sound_armed" "UI/buttonclickrelease.wav"
}
How can I add a subtitle with a different font and size of the main "ITEMS" labeltext? looking for something like this:
https://imgur.com/a/WIb0nxU
Thanks!
thatMisterFoxxHow can I add a subtitle with a different font and size of the main "ITEMS" labeltext? looking for something like this:
https://imgur.com/a/WIb0nxU
Thanks!
To add text for the purpose as a subtitle, you can add an element inside of another to have a "group".
Keep in mind, the main menu handles "groups" differently than other elements.
"TFItems"
{
"ControlName" "CExButton"
"fieldName" "TFItems"
"labeltext" "ITEMS"
"font" "HudFontMediumSmallSecondary"
"textAlignment" "north-west"
"xpos" "c-350"
"ypos" "c-108"
"zpos" "4"
"wide" "373"
"tall" "54"
"autoResize" "0"
"pinCorner" "3"
"visible" "1"
"enabled" "1"
"tabPosition" "0"
"labelText" ""
"textAlignment" "west"
"textinsetx" "5"
"textinsety" "5"
"use_proportional_insets" "1"
"dulltext" "0"
"brighttext" "0"
"default" "1"
"Command" "engine open_charinfo"
"defaultFgColor_override" "TanLight"
"armedFGColor_override" "TanLight"
"armedBgColor_override" "146 63 4 255"
"defaultBgColor_override" "59 57 53 255"
"sound_depressed" "UI/buttonclick.wav"
"sound_released" "UI/buttonclickrelease.wav"
"sound_armed" "UI/buttonclickrelease.wav"
"SubTitle"
{
"ControlName" "CExLabel"
"fieldName" "SubTitle"
"xpos" "10"
"ypos" "25"
"zpos" "5"
"wide" "200"
"tall" "40"
"textAlignment" "northwest" // Top left
"visible" "1"
"enabled" "1"
"labelText" "Some Text For A Subtitle..."
"font" "Default"
"fgcolor" "255 255 255 255"
}
}
https://imgur.com/a/WIb0nxU
Thanks![/quote]
To add text for the purpose as a subtitle, you can add an element inside of another to have a "group".
Keep in mind, the main menu handles "groups" differently than other elements.
[code]
"TFItems"
{
"ControlName" "CExButton"
"fieldName" "TFItems"
"labeltext" "ITEMS"
"font" "HudFontMediumSmallSecondary"
"textAlignment" "north-west"
"xpos" "c-350"
"ypos" "c-108"
"zpos" "4"
"wide" "373"
"tall" "54"
"autoResize" "0"
"pinCorner" "3"
"visible" "1"
"enabled" "1"
"tabPosition" "0"
"labelText" ""
"textAlignment" "west"
"textinsetx" "5"
"textinsety" "5"
"use_proportional_insets" "1"
"dulltext" "0"
"brighttext" "0"
"default" "1"
"Command" "engine open_charinfo"
"defaultFgColor_override" "TanLight"
"armedFGColor_override" "TanLight"
"armedBgColor_override" "146 63 4 255"
"defaultBgColor_override" "59 57 53 255"
"sound_depressed" "UI/buttonclick.wav"
"sound_released" "UI/buttonclickrelease.wav"
"sound_armed" "UI/buttonclickrelease.wav"
"SubTitle"
{
"ControlName" "CExLabel"
"fieldName" "SubTitle"
"xpos" "10"
"ypos" "25"
"zpos" "5"
"wide" "200"
"tall" "40"
"textAlignment" "northwest" // Top left
"visible" "1"
"enabled" "1"
"labelText" "Some Text For A Subtitle..."
"font" "Default"
"fgcolor" "255 255 255 255"
}
}
[/code]
Octalblock
To add text for the purpose as a subtitle, you can add an element inside of another to have a "group".
Keep in mind, the main menu handles "groups" differently than other elements.
I've tried something similar, but unfortunately this didn't work. The subtitle doesn't even show up in the vgui tree.
To add text for the purpose as a subtitle, you can add an element inside of another to have a "group".
Keep in mind, the main menu handles "groups" differently than other elements.
[/quote]
I've tried something similar, but unfortunately this didn't work. The subtitle doesn't even show up in the vgui tree.
What files should I edit to change the size of my HP and ammo
ClasheWhat files should I edit to change the size of my HP and ammo
resource/ui/hudammoweapons.res
resource/ui/hudplayerhealth.res
resource/ui/hudammoweapons.res
resource/ui/hudplayerhealth.res
Is there a fix for opening the matchmaking panel and the game stuttering/freezing for a few seconds after its opened?
https://i.imgur.com/myfHRQs.png
Which file (or clientscheme font) affects the editable team name? None of the HudTournament/SpectatorTournament ui files seem to affect it.
(edit) Another question, how would I go about adding outlines to these overhead health bars?
Which file (or clientscheme font) affects the editable team name? None of the HudTournament/SpectatorTournament ui files seem to affect it.
(edit) Another question, how would I go about adding outlines to these overhead health bars?
[img]https://i.imgur.com/TRQe3Ny.jpg[/img]
Hi how can I move respawn timers so that they're all in the same place (all on top of the class images)
thanks
https://imgur.com/a/nfsTfsB
thanks
How does one change the colors of the list elements in the initiate vote UI? changing issue_fgcolor in the VoteSetupDialog changes the text to be white when not selected, but I haven't found any value that changes the text color when selected (ie the text turning black as seen on the right of the panel), or the background highlight panel (the red bg color). I've tried issue_activefgcolor, issue_armedfgcolor, issue_selectedfgcolor, and all of those variants with bgcolor as well. changing issue_fgcolor does change the text from white, but I can't figure out the other values. Has anyone figured this out?
I am currently trying to edit Rads Hud and I am having a few problems with meters.
Basically, when I try to move Medigun chargelabel, it disappears after a while when I try to move it up. Whats affecting that? My .res file is below
{
"Background"
{
"ControlName" "CTFImagePanel"
"fieldName" "Background"
"wide" "0"
"tall" "0"
"visible" "0"
"enabled" "0"
}
"ChargeLabel"
{
"ControlName" "CExLabel"
"fieldName" "ChargeLabel"
"font" "daysUber"
"font_minmode" "daysreserve"//"HudFontGiantBold"
"xpos" "-22"
"xpos_minmode" "-22"//"2"
"ypos" "37"
"ypos_minmode" "37"
"zpos" "6"
"wide" "150"
"wide_minmode" "150"
"tall" "40"
"autoResize" "1"
"pinCorner" "2"
"visible" "1"
"visible_minmode" "1"
"enabled" "1"
"tabPosition" "5"
"labelText" "#TF_UberchargeMinHUD"
"labelText_minmode" "#TF_UberchargeMinHUD"
"textAlignment" "center"
"fgcolor" "white"
}
"ChargeLabelShadow"
{
"ControlName" "CExLabel"
"fieldName" "ChargeLabelShadow"
"font" "days"
"font_minmode" "daysreserve"//"HudFontGiantBold"
"xpos" "-20"
"xpos_minmode" "-21"//"4"
"ypos" "39"
"ypos_minmode" "38"
"zpos" "6"
"wide" "0"
"wide_minmode" "0"
"tall" "40"
"autoResize" "1"
"pinCorner" "2"
"visible" "1"
"enabled" "1"
"tabPosition" "5"
"labelText" "#TF_UberchargeMinHUD"
"labelText_minmode" "#TF_UberchargeMinHUD"
"textAlignment" "center"
"dulltext" "0"
"brighttext" "1"
"fgcolor" "0 0 0 255"
}
"ChargeMeter"
{
"ControlName" "ContinuousProgressBar"
"fieldName" "ChargeMeter"
"font" "Default"
"xpos" "3"
"xpos_minmode" "23"
"ypos" "32"//"76"
"ypos_minmode" "42"//"72"
"zpos" "3"
"wide" "96"
"wide_minmode" "58"
"tall" "10"
"tall_minmode" "6"
"autoResize" "1"
"pinCorner" "1"
"visible" "1"
"enabled" "1"
"textAlignment" "Left"
"dulltext" "0"
"brighttext" "1"
}
Same with the Stickybomb chargelabel, I try to move it upwards but it disappears also. .res file below.
{
"ChargeMeter"
{
"ControlName" "ContinuousProgressBar"
"fieldName" "ChargeMeter"
"visible" "1"
"enabled" "1"
"xpos" "0"
"ypos" "-60"
"zpos" "2"
"wide" "58"
"tall" "86"
"xpos_minmode" "0"
"ypos_minmode" "0"
"zpos_minmode" "2"
"wide_minmode" "58"
"tall_minmode" "6"
}
}
In case something affects the Stickybomb chargelabel from my HudWeaponAmmo file, its below.
"fieldName" "HudWeaponAmmo"
"visible" "1"
"enabled" "1"
"xpos" "c45"//"c80"
"ypos" "r140"//"r130"
"wide" "210"
"tall" "100"
"xpos_minmode" "c-43"
"ypos_minmode" "r231"
"wide_minmode" "210"
"tall_minmode" "100"
}
Thank you kind people for helping out helpless person's like me.
Basically, when I try to move Medigun chargelabel, it disappears after a while when I try to move it up. Whats affecting that? My .res file is below
[spoiler]"Resource/UI/HudMedicCharge.res"
{
"Background"
{
"ControlName" "CTFImagePanel"
"fieldName" "Background"
"wide" "0"
"tall" "0"
"visible" "0"
"enabled" "0"
}
"ChargeLabel"
{
"ControlName" "CExLabel"
"fieldName" "ChargeLabel"
"font" "daysUber"
"font_minmode" "daysreserve"//"HudFontGiantBold"
"xpos" "-22"
"xpos_minmode" "-22"//"2"
"ypos" "37"
"ypos_minmode" "37"
"zpos" "6"
"wide" "150"
"wide_minmode" "150"
"tall" "40"
"autoResize" "1"
"pinCorner" "2"
"visible" "1"
"visible_minmode" "1"
"enabled" "1"
"tabPosition" "5"
"labelText" "#TF_UberchargeMinHUD"
"labelText_minmode" "#TF_UberchargeMinHUD"
"textAlignment" "center"
"fgcolor" "white"
}
"ChargeLabelShadow"
{
"ControlName" "CExLabel"
"fieldName" "ChargeLabelShadow"
"font" "days"
"font_minmode" "daysreserve"//"HudFontGiantBold"
"xpos" "-20"
"xpos_minmode" "-21"//"4"
"ypos" "39"
"ypos_minmode" "38"
"zpos" "6"
"wide" "0"
"wide_minmode" "0"
"tall" "40"
"autoResize" "1"
"pinCorner" "2"
"visible" "1"
"enabled" "1"
"tabPosition" "5"
"labelText" "#TF_UberchargeMinHUD"
"labelText_minmode" "#TF_UberchargeMinHUD"
"textAlignment" "center"
"dulltext" "0"
"brighttext" "1"
"fgcolor" "0 0 0 255"
}
"ChargeMeter"
{
"ControlName" "ContinuousProgressBar"
"fieldName" "ChargeMeter"
"font" "Default"
"xpos" "3"
"xpos_minmode" "23"
"ypos" "32"//"76"
"ypos_minmode" "42"//"72"
"zpos" "3"
"wide" "96"
"wide_minmode" "58"
"tall" "10"
"tall_minmode" "6"
"autoResize" "1"
"pinCorner" "1"
"visible" "1"
"enabled" "1"
"textAlignment" "Left"
"dulltext" "0"
"brighttext" "1"
}
[/spoiler]
Same with the Stickybomb chargelabel, I try to move it upwards but it disappears also. .res file below.
[spoiler]"Resource/UI/HudDemomanCharge.res"
{
"ChargeMeter"
{
"ControlName" "ContinuousProgressBar"
"fieldName" "ChargeMeter"
"visible" "1"
"enabled" "1"
"xpos" "0"
"ypos" "-60"
"zpos" "2"
"wide" "58"
"tall" "86"
"xpos_minmode" "0"
"ypos_minmode" "0"
"zpos_minmode" "2"
"wide_minmode" "58"
"tall_minmode" "6"
}
}
[/spoiler]
In case something affects the Stickybomb chargelabel from my HudWeaponAmmo file, its below.
[spoiler] {
"fieldName" "HudWeaponAmmo"
"visible" "1"
"enabled" "1"
"xpos" "c45"//"c80"
"ypos" "r140"//"r130"
"wide" "210"
"tall" "100"
"xpos_minmode" "c-43"
"ypos_minmode" "r231"
"wide_minmode" "210"
"tall_minmode" "100"
}[/spoiler]
Thank you kind people for helping out helpless person's like me.
They are controlled by elements in hudlayout.res, change the tall/wide values in hudlayout if you actually need the meters to have a larger area. Otherwise, just move the full elements around with the xpos and ypos of the hudlayout elements.
Not sure if this is a hud issue but the positive damage number whenever I arrow somebody has disappeared recently which is a bit frustrating when playing medic. Normal damage numbers are normal if that is any help. Any ideas on how to re-enable this? Thanks!
edit : hud_combattext_healing 1 fixed it
edit : hud_combattext_healing 1 fixed it
How can I modify the cl_showpos element? I can't find any info on it, but it seems that you can change the font at least:
img vs img
[url=https://steamuserimages-a.akamaihd.net/ugc/779613613820017089/7318F7A3B11D6FEF2F3EF828B404C9F775221760/]img[/url] vs [url=https://i.imgur.com/yXGtZSU.png]img[/url]
I'm using the latest version of m0rehud with a few customisations. One thing I would like to add is the disguise animation, and whilst I am able to add, remove, re-size, and move the image around, at the moment the actual image which should be the outline of the spy is just a massive white box, my guess is that this is because the file is missing (as by default m0rehud doesn't have the animation included) but I not only don't know where I can get the image, I have no idea where it should be within the HUD's files.
AiTratI'm using the latest version of m0rehud with a few customisations. One thing I would like to add is the disguise animation, and whilst I am able to add, remove, re-size, and move the image around, at the moment the actual image which should be the outline of the spy is just a massive white box, my guess is that this is because the file is missing (as by default m0rehud doesn't have the animation included) but I not only don't know where I can get the image, I have no idea where it should be within the HUD's files. https://imgur.com/a/DqhzTGe
As far as I know, this doesn't mean the file is missing, it means the animation is messed up to some capacity. I never knew what caused/fixed the problem, but you're more than welcome to use this example for the spy disguise animation. Keep in mind it shows at the bottom left hand corner, to change this, just mess around with PlayerStatusSpyOutlineImage position and size to your liking.
// ============================================================================= //
// >> Bottom left disguise outline
// ============================================================================= //
event HudSpyDisguiseChanged
{
Animate PlayerStatusSpyOutlineImage Alpha "175" Linear 0.0 0.2
Animate PlayerStatusSpyOutlineImage Position "0 r200" Linear 0.0 0.2
Animate PlayerStatusSpyOutlineImage Size "200 200" Linear 0.0 0.2
RunEvent HudSpyDisguiseHide 0.5
}
event HudSpyDisguiseHide
{
Animate PlayerStatusSpyOutlineImage Position "0 r-10" Linear 0.0 0.2
Animate PlayerStatusSpyOutlineImage Size "0 0" Linear 0.0 0.2
Animate PlayerStatusSpyOutlineImage Alpha "0" Linear 0.2 0.1
}
event HudSpyDisguiseFadeIn
{
RunEvent HudSpyDisguiseChanged 0
Animate PlayerStatusSpyImage Alpha "255" Linear 0.9 0.1
}
event HudSpyDisguiseFadeOut
{
RunEvent HudSpyDisguiseChanged 0
Animate PlayerStatusSpyImage Alpha "0" Linear 0.9 0.1
}
As far as I know, this doesn't mean the file is missing, it means the animation is messed up to some capacity. I never knew what caused/fixed the problem, but you're more than welcome to use this example for the spy disguise animation. Keep in mind it shows at the bottom left hand corner, to change this, just mess around with PlayerStatusSpyOutlineImage position and size to your liking.
[code]// ============================================================================= //
// >> Bottom left disguise outline
// ============================================================================= //
event HudSpyDisguiseChanged
{
Animate PlayerStatusSpyOutlineImage Alpha "175" Linear 0.0 0.2
Animate PlayerStatusSpyOutlineImage Position "0 r200" Linear 0.0 0.2
Animate PlayerStatusSpyOutlineImage Size "200 200" Linear 0.0 0.2
RunEvent HudSpyDisguiseHide 0.5
}
event HudSpyDisguiseHide
{
Animate PlayerStatusSpyOutlineImage Position "0 r-10" Linear 0.0 0.2
Animate PlayerStatusSpyOutlineImage Size "0 0" Linear 0.0 0.2
Animate PlayerStatusSpyOutlineImage Alpha "0" Linear 0.2 0.1
}
event HudSpyDisguiseFadeIn
{
RunEvent HudSpyDisguiseChanged 0
Animate PlayerStatusSpyImage Alpha "255" Linear 0.9 0.1
}
event HudSpyDisguiseFadeOut
{
RunEvent HudSpyDisguiseChanged 0
Animate PlayerStatusSpyImage Alpha "0" Linear 0.9 0.1
}[/code]