HUD
From PromodeWiki
(Redirected from Hud)
|
[edit] This article is marked as in need of editing
|
Other documentation |
[edit]
OUTDATED!
The SuperHud introduced in 1.33 fundamentally changes the way CPMA handles hud settings. Check out Superhud
--
Date: 12 May 04
With 1.20, the settings for most HUD elements have changed and several new ones have been added. The default HUD is now HUD1 rather than HUD0, so newbies don't get stuck with the lame baseq3 HUD just because they didn't RTFM yet.
The standard meaning for the "layout" field is:
- 1 - right-justified at x (i.e. "foo bar x")
- 2 - bottom-justified at y
- 3 - left-justified at x (i.e. "x bar foo")
- 4 - top-justified at y
- 5 - center-justified at x (i.e. "foo x bar")
- ch_3waveFont <0|1> (default = 1)
- Toggle use of the Threewave font
- ch_consoleTime <ms> (default = 2500)
- How long "console" messages stay on screen during playback.
- ch_consoleTeamChat <0|1> (default = 1)
- Add team chat to console.
- Note that setting this to 0 removes teamchat COMPLETELY from the console, not just from showing up at top left so if you miss it in the teamchat window, it's lost.
- ch_crosshairAlpha <0.0 to 1.0> (default = 1.0)
- Controls the transparency of the crosshair.
- ch_crosshairColor <color> (0 - 9, a-x, default = 7 (White))
- Important note: cg_crosshairHealth overrides this function, turn it off to use colored crosshairs.
- ch_crosshairPulse <0|1> (default = 1)
- Controls crosshair size changes when picking up items.
- ch_crosshairTeamInfo <0|1> (default = 1)
- Draws teammate health/armour in crosshairname.
- ch_drawFollow <value> (default = 1)
- Sets the y-position of the "Following..." message when spectating.
- ch_drawPickup "x y"
- draws the icon and description of the item you just picked up
- ch_drawSpeed "x y layout [alpha]"
- Toggle drawing player speed (ups).
- ch_drawWarmup <0|1> (default = 1 - enabled)
- Control display of arena settings before a game starts.
- ch_drawWeaponSelect <0|1> (default = 1)
- Toggle id standard weapon selection.
- ch_flags "x y layout size"
- ch_graphs <0|1> (default = 1)
- Toggle health/armour/ammo graphs for certain HUDs.
- ch_powerups "x y layout size"
- <layout> is:
- 0 - attach to the weaponlist (weaponlist 1 and 2 only, adjust by x&y)
- 1 - draw like VQ3: bottom right, up, ignore x&y, exclude flags
- ch_recordMessage <0|1> (default = 1)
- 0 gets rid of the sodding "recording blahblah" message.
- ch_scores "x y layout"
- ch_selfOnTeamOverlay <0|1> (default = 1)
- Toggle your own information showing in the team overlay
- ch_shortNames <0|1> (default = 1)
- ch_skinScores <0|1> (default = 0)
- Colors the scoreboxes with the body+legs of your/enemy colors.
- Also for the "players remaining" boxes in CA.
- ch_statusbarStyle <0 to 5>
- Controls various styles for health/armour/ammo layout.
- ch_TeamBackground <0|1> (default = 0)
- Disables teambackground color in statusbar, teamchat.
- ch_weaponList "x y layout flags"
- <layout> is:
- 1 - draw vertically, left-justified at x
- 2 - draw vertically, right-justified at x
- 3 - draw horizontally at y, x is ignored
- [flags] is a bitmask:
- 1 - include weapons that you don't have primarily for TDM games so you can see ammo counts
- 2 - draw a background for the current weapon
- 4 - flash "new" weapons when picked up
- 8 - draw lines to separate sections of the vertical weaponlist
- ch_wstatsTime <seconds> (default = 10)
- How long the auto-wstats window stays up at the end of a game
[edit]
Client Font Settings
The format for all of these is "WxH"
- cf_Console (default = 8x16)
- Font size of console text in upper left.
- Only affects demo playback.
- cf_CrosshairNames (default = 12x12)
- Crosshairnames font size.
- cf_Following (default = 24x24)
- "Following" message font size.
- cf_Fragmsg (default = 16x16)
- Font size of the "you fragged" messages on top of your HUD.
- cf_Teamchat (default = 8x12)
- Font size for teamchat.
- cf_Teamoverlay (default = 6x11)
- Font size for the team overlay.
- cf_Vote (default = 10x14)
- Vote message font size.
[edit]
HUDs
CPMA adds 7 new "stock" HUDs: use "\hudnext" to cycle through them. In addition, the ch_* cvars allow for extensive customisation of most HUD options. Experimentation is the best way to understand how the combinations interact.
