HUD Editor

Introduction

Since the 2.81.0, ET:Legacy introduced a new way to fully customize all HUD components by using the in-game editor and using the extended json hud file.

More than 50 components are currently customizable, with generic customization options and for some more specifics linked to styles options.

The HUD file is compatible with both 4:3 and 16:9 resolution. Position adjustment is done automaticly and component aspect ratio are conserved.

The HUD view is a 640 per 480 virtual grid, rescaled horizontaly depending of aspect ratio.

Old hud.dat file is still compatible with new system, but the visual aspect may changes depending of the component.

New hud.dat file path has changed. The new storage location is under fs_homepath at legacy/profiles/<name> directory, see [Path and File Structure](https://github.com/etlegacy/etlegacy/wiki/Path-and-File-Structure#homepath—fs_homepath)

TODO: Anchor behaviour

In-game editor

Overview

The in-game editor is reachable by using the menu UI Menu -> Options -> View -> HUD Editor or by typing in console the edithud command.

Note: The HUD editor is not available from main menu.

The HUD editor is divided in 3 differents frames :

  • Rescaled in-game view

  • Customization panel on the left

  • Components selection panel on the bottom

Components can be toggle visible / invisible, which allow their usage or not. An invisible component is not rendered at all and the related functionnality aren’t called.

HUD 0 (aka ETmain) is the default HUD and can’t be modified or deleted.

To start creating / setting a custom HUD, it is required to clone (copy) an existing HUD or using an existing one but HUD 0.

HUD view window

The rescaled HUD view allow reposionning visible elements by selecting them with left mouse buton then doing a drag & drop movement.

Drag & drop is achievable by holding left mouse buton on a component, moving the mouse cursor in the HUD view and release the left mouse butoon to the new wanted position.

On fly over a visible component with mouse cursor, a green rectangle outline the component indicating the possibility to select it. Also, a tooltip showing the component name is displayed.

Once selected, the component outline color change to yellow and it gain the focus for customization.

When 2 or more components are stacked under the same cursor position, it is possible to do multiple left mouse buton click to select the differents components.

Components selection panel

The components selection panel list all the components availables for customization and allow selection of a component. The text color may change depending of the components visibily and/or selection state :

  • Yellow : The current selected component

  • Green : Visible components

  • Red : Invisible components

Invisible components can only be selected from this panel.

Settings customization panel

The settings customization panel provide options to manage HUDs and customize selected component in HUD view or component selection panel. The panel is divided in 4 differents categories :

  • HUD setup, to select and manipulate HUD:
    • Select HUDlist of HUD index number used to select the HUD to display/use.
      • NOTE: This modify the related cg_altHud cvar.

    • Save : Save ALL the HUDs mofication into hud.dat file

    • Clone : Duplicate the selected HUD to a free HUD index and select it. It doesn’t save it in hud.dat file.

    • Delete : Delete the selected HUD from hud.dat file. The selected HUD will change to the default one (0: ETmain)

    • Reset component : Reset ALL settings from the selected component to the default values from HUD (0: ETmain)

    • Name : HUD name which can be used to select HUD with cg_altHud cvar from the name

  • Position & Size, to modify component position and size according 4 values:
    • X : abscissa coordinate

    • Y : ordinate coordinate

    • W : Width

    • H : Height

  • Text, to modify font size and style
    • S : Scale ratio, depending of original font size, where 100% is the default

    • Style : Font Style, see Style Text

    • Align : Font alignment depending of component position, see Align Text

  • Color & Style, to colorize the component and customize the style:
    • Main : Main color, see Component Color

    • Second : Secondary color, see Component Color

    • Backgrnd : Background color, delimited by the size of the component

    • Border : Border color, delimited by the size of the component with a width of 1px

    • R: Red color selector ranged from 0 to 255

    • G: Green color selector ranged from 0 to 255

    • B: Blue color selector ranged from 0 to 255

    • A: Alpha (aka transparency) selector ranged from 0 to 255

    • Style: Customizable options separated in 2 categories, generic option and specific one. All component have access to generic option, but not all use specific one. See Component Style.
      • Visible : Toggle the component visibility

      • AutoAdj : Toggle the automatic adjustement of the border position and size depending of the content

      • Background : Toggle the background visibility

      • Border : Toggle the border visibility

Usage

Key Sequences

Description

Down Arrow

Move down a component by 1px

Left Arrow

Move left a component by 1px

Up Arrow

Move up a component by 1px

Right Arrow

Move right a component by 1px

CTRL (hold) + Arrow

Move to direction by 0.1px

SHIFT (hold) + Arrow

Move to direction by 5px

ALT (hold) + Arrow

Resize by enlarging to the right / down or shrinking to the left / up by 1px

ALT (hold) + CTRL (hold) + Arrow

Resize by 0.1px to pressed arrow direction

ALT (hold) + SHIFT (hold) + Arrow

Resize by 5px to pressed arrow direction

Mouse wheel down

Enlarge by 1px the width and the height without moving the component

Mouse wheel up

Shrink by 1px the width and the height without moving the component

CTRL (hold) + Mouse wheel down/up

Resize on position by 0.1px

Insert

Move component to the center of the HUD

Home

Move component to the middle width of the HUD (if on the right of it) or to the left of the HUD

End

Move component to the middle width of the HUD (if on the left of it) or to the right of the HUD

Page up

Move component to the middle height of the HUD (if under it) or to the top of the HUD

Page Down

Move component to the middle height of the HUD (if above it) or to the bottom of the HUD

l

Toggle the layout visibilty of None / Visible / All components (aka outline)

h

Toggle the help window visibility

n

Toggle the noise generator to simulate components animation

f

Toggle the HUD editor in full screen (back to normal resolution and hiding component and settings panel)

Components List

breathbar

Description

The breath bar indicating the remaining time to hold breath under water before starting to drow

Game type Availability

All

Type

Bar

Color

Description

Main Color

Bar color. If Lerp Color is set, used as Max value color

Secondary Color

Bar Min color if Lerp Color is set

Style Name

Description

Values

Left

Move maximum on left. If Vertical is set, maximum is on top. Ignored if Center is set

1

Center

The minimum start from the center of the bar and is filled to both of the opposite direction

2

Vertical

Change the bar orientation vertically

4

No Alpha

Unused

8

Bar Bckgrnd

Draw background color for the bar only. The color is set by Background Color

16

X0 Y5

Avoid the 5px margin on X. Applied if Bar Bckgrnd is set

32

X0 Y0

Avoid the 5px margin on X and Y. Applied if Bar Bckgrnd is set

64

Lerp Color

Gradient the color alpha depending of Main Color and Secondary Color

128

Bar Border

Draw the bar border with a thickness of 2px. Overwritted if Border Tiny is set

256

Border Tiny

Reduce the bar border thickness to 1px. Applied if Bar Border is set

512

Decor

Draw the decor outlining the bar

1024

Icon

Draw the icon depending of Left and Vertical values set

2048

breathtext

Description

The breath text in “%” indicating the remaining time to hold breath under water before starting to drow

Game type Availability

All

Type

Text

Color

Description

Main Color

Font color

Secondary Color

N/A

Style Name

Description

Values

N/A

N/A

N/A

centerprint

Description

The center text display custom or kill/revive message received from server cp command (Center Print)

Game type Availability

All

Type

Multiline Text

Color

Description

Main Color

Font color

Secondary Color

N/A

Style Name

Description

Values

N/A

N/A

N/A

chat

Description

Meow

Game type Availability

All

Type

Specific

Color

Description

Main Color

Font color

Secondary Color

N/A

Style Name

Description

Values

No Team Flag

Toggle team flag visibility next to the chat line

1

compass

Description

The minimap indicating players/objectives position, players quick chat call, wounded players

Game type Availability

All

Type

Specific

Color

Description

Main Color

N/A

Secondary Color

N/A

Style Name

Description

Values

Square

Change the compass shape to square

1

Draw Item

Draw item icon (objective carriable) on compass

2

Draw Sec Obj

Draw secondary objective on compass

4

Draw Prim Obj

Draw primary objective on compass

8

Decor

Draw the compass border decor. Not available with Square compass

16

Direction

Draw the red arrow pointing to the cardinal pointing direction

32

Cardinal Pts

Draw the cardinal points with tick with circle compass and N, W, S, E letter with squared compass

64

Always Draw

Always draw the compass even if the full map is draw on display

128

crosshair

Description

The crosshair used to aim at something, such as ground, sky, tree, bullet and so on

Game type Availability

All

Type

Specific

Color

Description

Main Color

Crosshair main part

Secondary Color

Crosshair secondary (alternate) part

Style Name

Description

Values

Pulse

Enlarge the crosshair main part depending of aim spread

1

Pulse Alt

Enlarge the crosshair secondary part depending of aim spread

2

Dynamic Color

Change the crosshair main part color depending of player health

4

Dynamic Color Alt

Change the crosshair secondary part color depending of player health

8

crosshairbar

Description

The health bar of the aimed entity, such as player, vehicules, breakable, and so on

Game type Availability

All

Type

Bar

Color

Description

Main Color

Bar color. If Lerp Color is set, used as Max value color. Ignored if Dynamic Color is set

Secondary Color

Bar Min color if Lerp Color is set. Ignored if Dynamic Color is set

Style Name

Description

Values

Class

Toggle class icon visibility of targeted player

1

Rank

Toggle rank icon visibility of targeted player

2

Prestige

Toggle prestige icon visibility of targeted player

4

Left

Move maximum on left. If Vertical is set, maximum is on top. Ignored if Center is set

8

Center

The minimum start from the center of the bar and is filled to both of the opposite direction

16

Vertical

Change the bar orientation vertically

32

No Alpha

Unused

64

Bar Bckgrnd

Draw background color for the bar only. The color is set by Background Color

128

X0 Y5

Avoid the 5px margin on X. Applied if Bar Bckgrnd is set

256

X0 Y0

Avoid the 5px margin on X and Y. Applied if Bar Bckgrnd is set

512

Lerp Color

Gradient the color alpha depending of Main Color and Secondary Color

1024

Bar Border

Draw the bar border with a thickness of 2px. Overwritted if Border Tiny is set

2048

Border Tiny

Reduce the bar border thickness to 1px. Applied if Bar Border is set

4096

Decor

Draw the decor outlining the bar

8192

Icon

Draw the icon depending of Left and Vertical values set

16384

Dynamic Color

Gradient the text color depending of player HP: White (>100) yellow (>66) orange (> 33) red (>0)

32768

crosshairtext

Description

The name of the aimed entity, such as player, vehicules, breakable, and so on

Game type Availability

All

Type

Text

Color

Description

Main Color

Font color

Secondary Color

N/A

Style Name

Description

Values

Full Color

Color the targeted entity name in it custom color instead of white

1

cursorhints

Description

The icon indicating interraction with near entity, such as construcible, door, cabinet, and so on

Game type Availability

All

Type

Specific

Color

Description

Main Color

N/A

Secondary Color

N/A

Style Name

Description

Values

Size Pulse

Increase/decrease the icon size. Ignored if Strobe Pulse is set

1

Strobe Pulse

Increase the icon size until max and reset back to initial size. Overwrite Size Pulse if set

2

Alpha Pulse

Fade in/out the icon alpha

4

demotext

Description

The text of the current demo or replay record state

Game type Availability

All

Type

Text

Color

Description

Main Color

Font color

Secondary Color

N/A

Style Name

Description

Values

Details

Print a more detailled string containing file name and size of the current demo/audio recorded

1

disconnect

Description

The icon and text displayed when the connection between client and server has been interrupted

Game type Availability

All

Type

Specific

Color

Description

Main Color

Font color

Secondary Color

N/A

Style Name

Description

Values

No Text

Toggle string visibility “Connection Interrupted” when client loast connection to server

1

fireteam

Description

The window listing the current players states in the joined fireteam

Game type Availability

All

Type

Specific

Color

Description

Main Color

Font color

Secondary Color

N/A

Style Name

Description

Values

Latched Class

Draw the team mate selected class on next respawn if different from the current one

1

No Header

Toggle header visibility (frame with fireteam name)

2

followtext

Description

The text and icon used to display the current spected / followed player name, team and rank

Game type Availability

All

Type

Multiline Text

Color

Description

Main Color

Font color

Secondary Color

N/A

Style Name

Description

Values

N/A

N/A

N/A

fps

Description

The text indicating the number of procedeed frame per second by the client

Game type Availability

All

Type

Text

Color

Description

Main Color

Font color

Secondary Color

N/A

Style Name

Description

Values

N/A

N/A

N/A

healthbar

Description

The player health bar. At 0, the player is wounded

Game type Availability

All

Type

Bar

Color

Description

Main Color

Bar color. If Lerp Color is set, used as Max value color. Ignored if Dynamic Color is set

Secondary Color

Bar Min color if Lerp Color is set Ignored if Dynamic Color is set

Style Name

Description

Values

Left

Move maximum on left. If Vertical is set, maximum is on top. Ignored if Center is set

1

Center

The minimum start from the center of the bar and is filled to both of the opposite direction

2

Vertical

Change the bar orientation vertically

4

No Alpha

Unused

8

Bar Bckgrnd

Draw background color for the bar only. The color is set by Background Color

16

X0 Y5

Avoid the 5px margin on X. Applied if Bar Bckgrnd is set

32

X0 Y0

Avoid the 5px margin on X and Y. Applied if Bar Bckgrnd is set

64

Lerp Color

Gradient the color alpha depending of Main Color and Secondary Color

128

Bar Border

Draw the bar border with a thickness of 2px. Overwritted if Border Tiny is set

256

Border Tiny

Reduce the bar border thickness to 1px. Applied if Bar Border is set

512

Decor

Draw the decor outlining the bar

1024

Icon

Draw the icon depending of Left and Vertical values set

2048

Dynamic Color

Gradient the text color depending of player HP: White (>100) yellow (>66) orange (> 33) red (>0)

4096

healthtext

Description

The player health numeric value. Suffixed with “HP”

Game type Availability

All

Type

Text

Color

Description

Main Color

Font color

Secondary Color

N/A

Style Name

Description

Values

Dynamic Color

Gradient the text color depending of player HP: White (>100) yellow (>66) orange (> 33) red (>0)

1

hudhead

Description

The head of the incarnate caractere. The animation depend of the player action and states

Game type Availability

All

Type

Specific

Color

Description

Main Color

N/A

Secondary Color

N/A

Style Name

Description

Values

N/A

N/A

N/A

lagometer

Description

Display graphic showing how unplayable the game is depending of player or server connection

Game type Availability

All

Type

Specific

Color

Description

Main Color

Font color

Secondary Color

N/A

Style Name

Description

Values

N/A

N/A

N/A

limbotext

Description

The text indicating player is wounded/dead, waiting for a medic or not and display remaining spawn time

Game type Availability

All

Type

Multiline Text

Color

Description

Main Color

Font color

Secondary Color

N/A

Style Name

Description

Values

No Wounded Msg

Toggle string visibility “You are wounded and waiting for a medic”

1

livesleft

Description

Indicate the number of lives left in Last Man Standing game type (LMS). Doesn’t show on other game types.

Game type Availability

Last Man Standing

Type

Specific

Color

Description

Main Color

N/A

Secondary Color

N/A

Style Name

Description

Values

N/A

N/A

N/A

localtime

Description

The text indicating the current time at client location

Game type Availability

All

Type

Text

Color

Description

Main Color

Font color

Secondary Color

N/A

Style Name

Description

Values

Second

Toggle seconds visibility

1

12 Hours

Change hours time format between 24 or 12 suffixed by AM / PM

2

missilecamera

Description

The window showing missile heading view until impact or explosion

Game type Availability

All

Type

Specific

Color

Description

Main Color

N/A

Secondary Color

N/A

Style Name

Description

Values

N/A

N/A

N/A

objectives

Description

The icons tracking objectives status, depending of the teams holding/stealing/dropping it

Game type Availability

All

Type

Specific

Color

Description

Main Color

N/A

Secondary Color

N/A

Style Name

Description

Values

N/A

N/A

N/A

objectivetext

Description

The text displaying the nearest Point Of Interest description

Game type Availability

All

Type

Multiline Text

Color

Description

Main Color

Font color

Secondary Color

N/A

Style Name

Description

Values

N/A

N/A

N/A

ping

Description

The text indicating the delay for communicate between client and server (implicitly in ms)

Game type Availability

All

Type

Text

Color

Description

Main Color

Font color

Secondary Color

N/A

Style Name

Description

Values

N/A

N/A

N/A

pmitemsbig

Description

The text and icon indicating ranking/skill/prestige gain up

Game type Availability

All

Type

Specific

Color

Description

Main Color

Font color

Secondary Color

N/A

Style Name

Description

Values

No Skill

Filter out skill up message

1

No Rank

Filter out rank up message

2

No Prestige

Filter out prestige gain message

4

popupmessages

Description

The pop-up list feed for objectives/kill/connection/dynamites/mines/constructions states or custom message.

Note: This component is available in 3 distincts components, allowing to display different list feed independatly.

Game type Availability

All

Type

Specific

Color

Description

Main Color

Font color

Secondary Color

N/A

Style Name

Description

Values

No Connect

Filter out connection / deconnection message

1

No TeamJoin

Filter out player join allies / axis / spectator team

2

No Mission

Filter out objectives messages

4

No Pickup

Filter out item pickup messages

8

No Death

Filter out death messages

16

Weapon Icon

Draw weapon used to kill someone instead of a text describing the means of death

32

Alt Weap Icons

Draw weapon icon without outline. Applied if Weapon Icon is set

64

Swap V<->K

Swap the victim and killer name text. Applied if Weapon Icon is set

128

Force Colors

Force the font color by using defined Main Color

256

Scroll Down

Toggle pop-up appearance beginning from Up or Bottom

512

powerups

Description

The icon indicating player invulnerability, under adrealine, disguised or carrying objective

Game type Availability

All

Type

Specific

Color

Description

Main Color

N/A

Secondary Color

N/A

Style Name

Description

Values

N/A

N/A

N/A

ranktext

Description

The player rank mini name (Trigram) depending of the team (Axis / Allies)

Game type Availability

All

Type

Text

Color

Description

Main Color

Font color

Secondary Color

N/A

Style Name

Description

Values

N/A

N/A

N/A

reinforcement

Description

The text indicating the remaining time before next respawn

Game type Availability

All

Type

Text

Color

Description

Main Color

Font color

Secondary Color

N/A

Style Name

Description

Values

N/A

N/A

N/A

roundtimer

Description

The text indicating the remaining time before end of the map/round

Game type Availability

All

Type

Text

Color

Description

Main Color

Font color

Secondary Color

N/A

Style Name

Description

Values

Simple

Don’t show reinforcement and enemy spaw timer next to round timer

1

scPlayerListAllies

Description

The list containing allies player status, used in shoutcaster mod to display up to 6 axis players

Game type Availability

Shoutcaster only

Type

Specific

Color

Description

Main Color

Font color

Secondary Color

Health Bar Color

Style Name

Description

Values

N/A

N/A

N/A

scPlayerListAxis

Description

The list containing axis player status, used in shoutcaster mod to display up to 6 axis players

Game type Availability

Shoutcaster only

Type

Specific

Color

Description

Main Color

Font color

Secondary Color

Health Bar Color

Style Name

Description

Values

N/A

N/A

N/A

scTeamNamesAllies

Description

The banner text contaning custom name for allies team

Game type Availability

Shoutcaster only

Type

Text

Color

Description

Main Color

Font color

Secondary Color

Font shadow color

Style Name

Description

Values

N/A

N/A

N/A

scTeamNamesAxis

Description

The banner text contaning custom name for axis team

Game type Availability

Shoutcaster only

Type

Text

Color

Description

Main Color

Font color

Secondary Color

Font shadow color

Style Name

Description

Values

N/A

N/A

N/A

snapshot

Description

Debug information indicating server time, last spapshot number and number of server commmand received

Game type Availability

All

Type

Multiline Text

Color

Description

Main Color

Font color

Secondary Color

N/A

Style Name

Description

Values

N/A

N/A

N/A

spawntimer

Description

Indicate the estimated remaining time before enemy respawn. The timer is set with cg_sharetimertext cvar

Game type Availability

All

Type

Text

Color

Description

Main Color

Font color

Secondary Color

N/A

Style Name

Description

Values

N/A

N/A

N/A

spectatorstatus

Description

The text indicating if player is in spectator/freecam/weaponcam mod

Game type Availability

All

Type

Text

Color

Description

Main Color

Font color

Secondary Color

N/A

Style Name

Description

Values

N/A

N/A

N/A

spectatortext

Description

The text indicating instruction for opening limbo/multiview or key usage for following players

Game type Availability

All

Type

Multiline Text

Color

Description

Main Color

Font color

Secondary Color

N/A

Style Name

Description

Values

N/A

N/A

N/A

speed

Description

The player speed movement exprimed in Unit / Metric / Imperial unit per second. Sufixed UPS / KPS / MPS

Game type Availability

All

Type

Multiline Text

Color

Description

Main Color

Font color

Secondary Color

N/A

Style Name

Description

Values

Max Speed

Show maximum reached speed visibility

1

sprinttext

Description

The sprint text in “%” indicating the remaining endurance to sprint. At 0, sprint is not possible

Game type Availability

All

Type

Text

Color

Description

Main Color

Font color

Secondary Color

N/A

Style Name

Description

Values

N/A

N/A

N/A

staminabar

Description

The endurance bar indicating the remaining sprint availability. Also drained by jump

Game type Availability

All

Type

Bar

Color

Description

Main Color

Bar color. If Lerp Color is set, used as Max value color

Secondary Color

Bar Min color if Lerp Color is set

Style Name

Description

Values

Left

Move maximum on left. If Vertical is set, maximum is on top. Ignored if Center is set

1

Center

The minimum start from the center of the bar and is filled to both of the opposite direction

2

Vertical

Change the bar orientation vertically

4

No Alpha

Unused

8

Bar Bckgrnd

Draw background color for the bar only. The color is set by Background Color

16

X0 Y5

Avoid the 5px margin on X. Applied if Bar Bckgrnd is set

32

X0 Y0

Avoid the 5px margin on X and Y. Applied if Bar Bckgrnd is set

64

Lerp Color

Gradient the color alpha depending of Main Color and Secondary Color

128

Bar Border

Draw the bar border with a thickness of 2px. Overwritted if Border Tiny is set

256

Border Tiny

Reduce the bar border thickness to 1px. Applied if Bar Border is set

512

Decor

Draw the decor outlining the bar

1024

Icon

Draw the icon depending of Left and Vertical values set

2048

stats

Description

Banner displaying player stats (Kill, Death, Self Kill, Damage Given, Damage received) and status

Game type Availability

Demo replay and Shoutcaster

Type

Specific

Color

Description

Main Color

Font color

Secondary Color

N/A

Style Name

Description

Values

Kill

Filter player kill count

1

Death

Filter player death count

2

Self Kill

Filter player self kill count

4

DmgGiven

Filter player damage given count

8

DmgRcvd

Filter player damage received count

16

statsdisplay

Description

The skill level for current class, battle sense and light (heavy for tank and nested-MG) weapon skill

Game type Availability

All

Type

Specific

Color

Description

Main Color

Font color

Secondary Color

N/A

Style Name

Description

Values

Column

Display skills rank in column format with skill icons and skill levels above it

1

votetext

Description

The text related to the current pending vote, asking for casting a reponse and/or showing vote status

Game type Availability

All

Type

Multiline Text

Color

Description

Main Color

Font color

Secondary Color

N/A

Style Name

Description

Values

Complaint

Toggle complaint proposal text visibility on player getting team killed

1

warmuptext

Description

The warmup status text indicating current loaded server configuration and action to do before match begin

Game type Availability

All

Type

Multiline Text

Color

Description

Main Color

Font color

Secondary Color

N/A

Style Name

Description

Values

N/A

N/A

N/A

warmuptitle

Description

The warmup count down or status before match begin

Game type Availability

All

Type

Multiline Text

Color

Description

Main Color

Font color

Secondary Color

N/A

Style Name

Description

Values

N/A

N/A

N/A

weaponammo

Description

The current weapon amount of ammo in clip/reserve

Game type Availability

All

Type

Text

Color

Description

Main Color

Font color

Secondary Color

N/A

Style Name

Description

Values

Dynamic Color

Gradient the text color depending of weapon ammo left in clip/reserve

1

weaponchargebar

Description

The weapon usage capability, drained depending of class and weapon usage

Game type Availability

All

Type

Bar

Color

Description

Main Color

Bar color. If Lerp Color is set, used as Max value color

Secondary Color

Bar Min color if Lerp Color is set

Style Name

Description

Values

Left

Move maximum on left. If Vertical is set, maximum is on top. Ignored if Center is set

1

Center

The minimum start from the center of the bar and is filled to both of the opposite direction

2

Vertical

Change the bar orientation vertically

4

No Alpha

Unused

8

Bar Bckgrnd

Draw background color for the bar only. The color is set by Background Color

16

X0 Y5

Avoid the 5px margin on X. Applied if Bar Bckgrnd is set

32

X0 Y0

Avoid the 5px margin on X and Y. Applied if Bar Bckgrnd is set

64

Lerp Color

Gradient the color alpha depending of Main Color and Secondary Color

128

Bar Border

Draw the bar border with a thickness of 2px. Overwritted if Border Tiny is set

256

Border Tiny

Reduce the bar border thickness to 1px. Applied if Bar Border is set

512

Decor

Draw the decor outlining the bar

1024

Icon

Draw the icon depending of Left and Vertical values set

2048

weaponchargetext

Description

The weapon charge text in “%” indicating the remaining weapon usage capability

Game type Availability

All

Type

Text

Color

Description

Main Color

Font color

Secondary Color

N/A

Style Name

Description

Values

N/A

N/A

N/A

weaponicon

Description

The icon of the current selected (in hand) weapon. Also display the overheat bar of the current weapon

Game type Availability

All

Type

Multiline Text

Color

Description

Main Color

Icon color

Secondary Color

N/A

Style Name

Description

Values

Icon Flash

Highlight the weapon icon in yellow while switching/reloading and in red while firing

1

weaponstability

Description

The stability bar indicating the current aim spread applied to the weapon (from 0 to 255)

Game type Availability

All

Type

Bar

Color

Description

Main Color

Font color

Secondary Color

N/A

Style Name

Description

Values

Always

Draw the bar even if the weapon is not a scoped weapon

1

Left

Move maximum on left. If Vertical is set, maximum is on top. Ignored if Center is set

2

Center

The minimum start from the center of the bar and is filled to both of the opposite direction

4

Vertical

Change the bar orientation vertically

8

No Alpha

Unused

16

Bar Bckgrnd

Draw background color for the bar only. The color is set by Background Color

32

X0 Y5

Avoid the 5px margin on X. Applied if Bar Bckgrnd is set

64

X0 Y0

Avoid the 5px margin on X and Y. Applied if Bar Bckgrnd is set

128

Lerp Color

Gradient the color alpha depending of Main Color and Secondary Color

256

Bar Border

Draw the bar border with a thickness of 2px. Tickness value is overwritted if Border Tiny is set

512

Border Tiny

Reduce the bar border thickness to 1px. Applied if Bar Border is set

1024

Decor

Draw the decor outlining the bar

2048

Icon

Draw the icon depending of Left and Vertical values set

4096

xpgain

Description

The gained player experience pop-up.

Game type Availability

All

Type

Specific

Color

Description

Main Color

Font color

Secondary Color

N/A

Style Name

Description

Values

Scroll Down

Toggle pop-up appearance beginning from Up or Bottom

1

No Reason

Toggle XP gain message visility and draw skill icon + gain only

2

xptext

Description

The total player experience numeric value. Suffixed with “XP”

Game type Availability

All

Type

Text

Color

Description

Main Color

Font color

Secondary Color

N/A

Style Name

Description

Values

N/A

N/A

N/A

Annexe

Options list

Options

Description

Range

x

X coordinate

0 - 640 (visible grid limit, can be out ranged)

y

Y coordinate

0 - 480 (visible grid limit, can be out ranged)

w

Component Width

0 - 640 (visible grid limit, can be out ranged)

h

Component Height

0 - 480 (visible grid limit, can be out ranged)

visible

Toggle component visibility

0 - 1 (boolean)

style

Customize component depending of his usage (if available)

See Style Section

scale

Change font scale where 100 is the default value (normalized)

0 - 300 (recommanded range, can be out ranged)

colorMain

Change either the font color (text component) or main component color (specific)

See Color Usage

colorSecondary

Change secondary component color (specific, not available for text component)

See Color Usage

showBackGround

Toggle background visibility

0 - 1 (boolean)

colorBackground

Change the component background color

See Color Usage

showBorder

Toggle border visibility

0 - 1 (boolean)

colorBorder

Change the component border color

See Color Usage

styleText

Customize font style aspect (only available for component with text only)

See Style Text

alignText

Customize font alignment position (only available for component with text only)

See Align Text

autoAdjust

Adjust border and background size to component content (available for text only)

0 - 1 (boolean)

Color Usage

There are 3 formats to customize colors :

Format

Description

Values And Range

Hexadecimal

RRGGBB[AA] => RR is Red value, GG is green value, BB is blue value and AA is alpha (optional)

00 to FF (Double Hexa value)

Decimal

R G B [A] => R is Red value, G is green value, B is blue value and A is alpha (optional)

0.0 to 1.0 color normalized (float) or 0 to 255 color component (integer)

String

Predefined color as string values with Alpha set to 1.0 (255)

“white” “red” “green” “blue” “yellow” “magenta” “cyan” “orange” “mdred” “mdgreen” “dkgreen” “mdcyan” “mdyellow” “mdorange” “mdblue” “ltgrey” “mdgrey” “dkgrey” “black”

Style Text

Name

Description

Values

Normal

Normal text

0

Blink

Blink the text with a period of 500ms

1

Pulse

Pulse the text with a period of 200ms

2

Shawdowed

Shawdow the text by printing a bottom offsetted extra black character behind the initial text

3

Outlined

Outline the text by printing a top offsetted extra colored character in front the initial text

4

Outlined Shadowed

Outline and Shawdow the text

5

Shadowed More

Bold more the shawdow effect

6

Align Text

Elements contained in component are aligned horizontaly regarding the component size bound:

Name

Description

Values

Left

Align / start drawing elements in component to the left side

0

Right

Align / end drawing elements in component to the right side

1

Center

Center elements in component and keep equal margin on the left and on the right of the elements

2

Center2

Center elements in component, align element in left justify adjusted to the longest elements and keep equal margin on left and right

3