q3aServ/cpma/docs/HUD.txt

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2021-03-13 13:10:51 +01:00
Challenge ProMode Arena: Client HUD Settings
--------------------------------------------
Date: 22-Apr-2009
This is a snapshot of http://www.promode.org/wiki/index.php/Custom_HUDs
The wiki will almost certainly be more up to date than this document.
Since the release of CPMA 1.34 we have had extremely configurable HUDs.
This document explains some of the Client HUD settings for CPMA.
It will never be as current as the changelog, so you should always
check that with each new release.
Note: cvars such as cg_drawfps, cg_drawtimer plus many others have been
removed and their functions moved to the custom hud.
Creating a HUD .cfg
-------------------
* ALL hud configs go in Quake3/cpma/hud. CPMA's sample HUDs 1-7 are
also in that directory.
* You can select a config using \ch_file hud where 'hud' is the file
you would like to use (without .cfg). You do NOT \exec hud.
* Use \reloadHUD to reload your HUD if you have changed it. Must
also be used after \ch_file change.
* The default HUD is in the PK3: if you want to customise it, pull it
out of there with the unzip utility of your choice, RENAME it, and
put the copy in cpma/hud/. Remember to point ch_file at the new version.
* The default HUD references (nearly) everything that can be drawn.
Hud7 has nice examples of decoration use.
Syntax
------
The syntax for CPMA's SuperHud is fairly easy to comprehend, and supports
both multi-line and single-line arguments.
ELEMENT
{
ELEMENT_COMMAND VALUE
ELEMENT_COMMAND VALUE
}
ELEMENT { ELEMENT_COMMAND VALUE; ELEMENT_COMMAND VALUE; }
You can comment using #. // cannot be used.
Some Element Commands have optional "," separators.
Elements
--------
Each piece of the HUD is called an ELEMENT. Elements are sorted
z-layer-wise alphabetically.
!DEFAULT
The first element in the hudfile MUST be "!DEFAULT", and every other
element inherits from that default: this gives you an easy way to change
fonts/colors/etc for a whole bunch of elements at once. !DEFAULT can be
reused later in the document affecting every following element but it
will not overwrite the parameters set by previous !DEFAULT(s). It is
advisable to place Team1-8 and Chat1-8 at the bottom of your hud config
so that !DEFAULTs can be used without interfering with other elements.
PreDecorate and PostDecorate
Empty elements that can be used to draw separator bars etc. Limit 64 total.
AmmoMessage
Low ammo/Out of ammo. The audio feedback "click" can be toggled using
cg_ammoWarning.
AttackerIcon
Who attacked you last
AttackerName
Who attacked you last
Chat1-8
Chat area - if you want the order of the messages reversed then reverse
the Y coordinates.
Console
Replacement for ID's console. Use with con_notifyTime -1.
FlagStatus_NME
Status of enemy flag. To get old RED/BLUE use color T and color E, plus
bgcolor. Check hud/old.cfg.
FlagStatus_OWN
Status of your flag. To get old RED/BLUE use color T and color E, plus
bgcolor. Check hud/old.cfg.
FollowMessage
Following <Player>
FPS
Frames Per Second
FragMessage
You fragged <Player>
GameTime
Game Clock
GameType
Game Type - warmup only. Cannot be omitted. To hide place at off-screen
x,y coordinates or set alpha 0.
ItemPickup
Text string of whatever item you pick up
ItemPickupIcon
Icon of whatever item you pick up
NetGraph
Lagometer
NetGraphPing
Ping
PlayerSpeed
Units Per Second
PowerUp1_Icon to PowerUp4_Icon
Powerup Icons. PowerUp1_Icon is also used for the O/D indicator in CTFS
- and also for FLAG
PowerUp1_Time to PowerUp4_Time
Powerup Time remaining
RankMessage
Placed 1st with 30 frags
Score_Limit
Frag/Cap/Round limit - if set. Cannot be omitted.
To hide place at off-screen x,y coordinates or set alpha 0.
Score_NME
Enemy score. Cannot be omitted. To hide place at off-screen x,y
coordinates or set alpha 0. To get old RED/BLUE use color T and
color E, plus bgcolor. Check hud/old.cfg.
Score_OWN
Your score. Cannot be omitted. To hide place at off-screen x,y
coordinates or set alpha 0. To get old RED/BLUE use color T and
color E, plus bgcolor. Check hud/old.cfg.
SpecMessage
SPECTATOR, FRAGGED (in CA/CTFS/FT)
StatusBar_ArmorBar
Armor level in bar form
StatusBar_ArmorCount
Armor level in number form
StatusBar_ArmorIcon
Type of armor - essential in CPM but irrelevant in VQ3
StatusBar_AmmoBar
Ammo level in bar form
StatusBar_AmmoCount
Ammo level in number form
StatusBar_AmmoIcon
Current weapon ammo icon
StatusBar_HealthBar
Health level in bar form
StatusBar_HealthCount
Health level in number form
StatusBar_HealthIcon
Defaults to Mynx icon but can be any model, image or shader found in
pk3s (provided that the pk3 is on the pure server you join)
TargetName
Current target's playername - requires cg_drawCrosshairNames above 0
TargetStatus
Current friendly target's health/armor level - requires
cg_drawCrosshairNames above 0
TeamCount_NME
Players alive on enemy team (CA/CTFS/FT)
TeamCount_OWN
Players alive on your team (CA/CTFS/FT)
TeamIcon_NME
Defaults to Sarge icon but can be any model, image or shader found in
pk3s (provided that the pk3 is on the pure server you join)
TeamIcon_OWN
Defaults to Mynx icon but can be any model, image or shader found in
pk3s (provided that the pk3 is on the pure server you join)
Team1-8
Teamoverlay
VoteMessageArena
Multiarena, ra3maps
VoteMessageWorld
Normal votes
WarmupInfo
10sec countdown, Waiting for players, etc. Cannot be omitted. To hide
place at off-screen x,y coordinates or set alpha 0.
WeaponList
The WeaponList has to get a little funky to be able to handle all the
legacyhud tricks: W and H are the size of EACH weapon, not the total.
For the horizontal weaponlist (textalign C) X is the point to center
around.
Use FILL to show ammo for weapons you do not have, useful for TDM.
Weaponlist wraps at the bottom of the screen so you can sneak a
multi-column one in.
Colors
------
CPMA HUD uses r g b a, which is red green blue alpha. Each channel can have
values from 0-1.
Color 1 1 1 1 is white, full alpha
Color 0 0 0 0.5 is black, half transparent
Color 0.25 0.25 1 0.75 is blue, somewhat transparent
Note that colors set in SuperHud do not override colors set elsewhere. For
example if your \nick or \name is ^3hello it will be yellow regardless.
Special Colors
--------------
Color T and color E for elements to use red/blue according to your current
team. Useful for flag modes, but not necessesary for tdm/1v1. Set
bgcolor for these, even for images - see hud/old.cfg
Element Commands
----------------
The commands you can use within an element are:
ANGLES <pitch> <yaw> <roll> [+pan | -rotate]
Alters the display of MODEL.
Note that most Q3 models do not work properly if r_vertexlight is on.
BGCOLOR r g b a
Sets the background color for the element
The element must have a width and height
COLOR r g b a
Sets the foreground color for the element
DOUBLEBAR
Makes bars two lines. Obviously only works on BAR elements
(StatusBar_ArmorBar etc). Check out hud7 for examples.
Note: Gets a little funky if RECT Height is set below 6 as the space
between the two bars is 4 pixels and each bar requires 1 pixel
(4+1+1=6)
FADE r g b a
If the element has a TIME, its text will fade from COLOR to this
linearly over TIME millisecons.
FILL
If the element has a background color, this fills the area it
occupies with that color.
The element must have a width and height
FONT name
Selects one of three standard fonts:
CPMA - Bitstream Vera Bold, which is a high-resolution font best suited
to 1024x768 and up - or large font-size on low-resolution
ID - which is the standard Q3 font - good for small font-size and/or
low-resolution
IDBLOCK - only supports numbers, NOT letters
THREEWAVE - which is an outlined copy of the id font
SANSMAN - Digital Graphics Labs "Enter Sansman"
FONTSIZE pointsize | xsize ysize
The CPMA font is correctly aspect-adjusted already, and generally looks
best if you just specify a pointsize.
The other two fonts are square, and generally look much better if you
specify distinct x and y sizes, with y being 25-50% larger than x.
Element texts can be mirrored using negative x y. Note this is an
unintended and unsupported "hack", so might be a bit buggy.
IMAGE pathname
Display the image specified. You can use ANY image or shader found in
pk3s. Mostly useful for displaying team/enemy model icons in CA/CTFS/FT.
MODEL
Can be any model in the game.
Note that most Q3 models do not work properly if r_vertexlight is on.
MONOSPACE
By default, all HUD fonts are proportionally spaced, meaning that an
"i" takes up less room than an "m". Monospacing forces every character
to take up the same amount of space. It's very useful for the team
overlay, as it keeps everyone's health and armor in the same columns,
but generally looks worse than proportional spacing on everything else,
especially chat. It also takes up more room overall.
OFFSET x y z
Offset MODEL along x y z axis.
RECT x y w h
Sets the position and size of the element. Note that text is NOT
"clipped" to this rectangle.
Elements can be mirrored using negative w h. Note this is an
unintended and unsupported "hack", so might be a bit buggy.
TEXT string
Mostly useful for decorations. Requires RECT.
TEXTALIGN l | c | r
Justify the text either Left, Centered, or Right within RECT
TEXTSTYLE flags
Currently, only one flag is supported: "1", for dropshadowed text
TIME
How long the element will be displayed for if it doesn't update again.
Generally used for item pickups, frag messages, chat, etc.
HUD Related Cvars
-----------------
These cvars do not directly influence the SuperHud but are still related
to the HUD in some way.
cg_customLoc <0|1> (default = 1)
Use custom locations for a map if possible.
Loc files are locs/map.cfg, and must have a "v2" header
Can only replace existing locations
cg_drawRewards <0|1> (default = 1)
Toggle display of reward icons and the accompanying sounds
cg_teamChatsOnly <0|1> (default = 0)
controls what text reaches the HUD Chat elements if set, non-team
text still shows up in the console area
ch_3waveFont <0|1> (default = 1)
Toggle use of the Threewave font (does not affect SuperHud settings)
ch_drawWarmup (<0|1> (default = 0)
Toggle display of arena settings before a game starts
ch_drawWeaponSelect <0|1> (default = 0)
Toggle id standard weapon selection
ch_recordMessage <0|1> (default = 1)
0 gets rid of the sodding "recording blahblah" message.
Must be set before demo record start
ch_selfOnTeamOverlay <0|1> (default = 1)
Toggle your own information showing in the team overlay
ch_shortNames <0|1> (default = 0)
Toggle use of \nick - set a short name to use for team chat/overlay
Limited to 5 visible characters, but allows colors
Useful to have your \nick shown instead of [longclantag] in
team chat/overlay
Note: \nick is only used for team chat/overlay. \name is still
used for anything else.
ch_wstatsTime <seconds> (default = 10)
How long the auto-wstats window stays up at the end of a game
con_notifyTime <seconds> (default = 3)
-1 uses the CPMA "Console" hud element instead of id's.
Doesn't affect the console *buffer*, just the text in the top left.
mvw_DM (default "464 48 160 120")
x, y, width, height of Picture in Picture window for DM games.
mvw_TDM<1-9>
Controls teamplay Multi View layout.
Format is the same as mvw_DM, default no child windows. Example:
seta mvw_TDM1 "480 65 160 120"
seta mvw_TDM2 "480 190 160 120"
seta mvw_TDM3 "480 315 160 120"
Crosshair Cvars
---------------
cg_crosshairHealth <0|1> (default = 0)
Red crosshair when low on health - must be 0 or ch_crosshairColor
will not work
cg_crosshairsize <value> (default = 24)
Size of crosshair
cg_drawcrosshair <0-9> (default = 8)
Switch between different crosshairs
ch_crosshairAlpha <0.0 to 1.0> (default = 0.8)
Controls the transparency of the crosshair
cg_drawCrosshairNames 0-2 (default = 1)
Toggles TargetName and TargetStatus.
0 - Off
1 - On
2 - Off in 1v1
ch_crosshairColor <color> (default = y)
CPMA_Colors
Important note: cg_crosshairHealth overrides this function,
turn it off to use colored crosshairs
ch_crosshairPulse <0|1> (default = 0)
Controls crosshair size changes when picking up items
ch_crosshairText <string> (default = "" disabled)
Use any text string as crosshair
Known Issues
------------
Limitation: Color fails on elements with color codes embedded in their
strings (StatusBar_HealthCount, StatusBar_ArmorCount, NetGraphPing, etc)
Limitation: Alpha fails on some elements containing images
(StatusBar_AmmoIcon, StatusBar_ArmorIcon, etc)
Limitation: Fade fails on some elements containing images without alpha
channels (ItemPickupIcon etc)
Limitation: If a !DEFAULT sets MONOSPACE, FILL or DOUBLEBAR there is no
method to remove it again (so don't do it, unless it's at the end of the
document)
Limitation: Color T and E act funny when in non-teamplay modes such as
1v1 (like the #ch_teamBackground hack)
Limitation: FILL plus bgcolor when used on elements that disappear
without having TIME makes bgcolor remain indefinately
Not implemented: cg_drawRewards element not included in SuperHud