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More HUD Help
Created 14th August 2010 @ 15:32
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Me again.
Right now I’m trying to work on the Spy disguise menu. I can’t find what controls the numbers for selection whilst in the simple diguise menu.
Normal: http://i34.tinypic.com/5a3j0l.jpg
Simple: http://i35.tinypic.com/ejzi38.jpg
Any help would be appreciated and keep personal opinions to yourself.
dunno if you mean this but in ressource/ui there is a file called
DisguiseStatusPanel.res
and a file called
hudplayerclass.blabla
maybe there you can find what you need
Last edited by smziii,
That is for something completely different. I am referring to the actual numbers used to select your disguise whilst using that simple disguise menu option in advanced options.
Last edited by Ched,
Quoted from Ched
That is for something completely different. I am referring to the actual numbers used to select your disguise whilst using that simple disguise menu option in advanced options.
I know what you mean and I’m on it, as I just noticed that the simple menu is bugged in my HUD aswell. Will post here when I find out how to solve it.
atm my guess is that in the class_color files in resourec/ui/disguise_menu you need to change the “new label” field – it’s just enabled on 3 classes, so yeah – this should be it
For some reason all of the classes have a “newnumber” field and none of them work as I did try previously. Good to know I’m not the only one.
Another quick question. Right now I’m using the ‘bonus’ health cross to make my health box flash red or white as seen below.
http://i38.tinypic.com/294s5k2.jpg http://i33.tinypic.com/sl4g9s.jpg http://i38.tinypic.com/9pz8m0.jpg
I was wondering if it is possible to insert your own animations into HudAnimations_tf. I am hoping to make the actual box itself flash instead of having to use the ‘bonus’ health cross.
Turns out that HudMenuSpyDisguise controls the original 3 numbers in the simple spy disguise menu, then the NewNumberLabel section of each induvidual class controls the numbers shown once the first selection has been made.
For some reason you have to restart the game for any changes you make to work. This is why I did not believe it did anything previously as I was changing values and nothing changed.
If anyone could let brosel know that’d be appreciated because I’m guessing he’d like to know.
After failing to animate my HUD several times in different ways I’m calling on help from whomever I can.
I intend to change the colours of the backgrounds behind several HUD elements such as the health, ammo, ubercharge and such to indicate when you are low on health or whatever, you get the idea.
(The current fill color is ‘0 0 0 100’, when low on health i was planning on making it ‘255 0 0 100’ and when buffed to be ‘0 255 0 100’. I hope to not make it pulse or flash due to it being disorientating when too many parts of the hud begin pulsing/flashing simultaneously.)
Right now I’m using the defualt health crosses and stuff to do so but it generally isn’t as nice as it would be if I can manage to figure out this animation whatnot.
I’m more than willing to hand out any files or rubbish you may need to help and any help is greatly appreciated.
(It looks like this atm: http://i36.tinypic.com/ih34hs.jpg )
Last edited by Ched,
Someone help him, this hud looks epic :(
After being advised to do so here’s the entire HUD as it stands at the moment. Bare in mind it’s nowhere near completion. I’ve left out hudanimations_tf.txt because every time I’ve tried to do something in it, it hasn’t worked.
(This isn’t the stupid version, silly Div1/2 players.)
http://www.filedropper.com/chedhud
Edit: I plan on incorporating another version with the same style and stuff just closer to the center of the screen using cl_hud_minmode 1. Just let me finish the normal version first.
Last edited by Ched,
One last bump of hope. If noone can help I’ll probably just compromise by simply not including any animations for the time being and just finish off the hud without them, perhaps to add them at a later stage. (Although I’d much prefer to figure them out now.)
If you’re still stuck with this, you could use this workaround that makes multiple backgrounds, for example with health there’d be 1 buffed, 1 low and 1 normal, and they’d be swapped around when appropriate. It’s obviously not ideal since the animating is limited to pretty much nothing but I don’t know of a way of animating them properly
Here are the hud files for the multiple background method http://www.sendspace.com/file/i4rgv2
Last edited by Bryn,
Great minds think alike. Indeed the idea of using 3 seperate backgrounds is probably my ideal way of doing this. I wanted to use the animation events to adjust the alpha levels of each background to do so but when I tried it did absolutely nothing.
I am hoping someone can have a crack at this themselves as a huge favour then send me the files that worked.
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