Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Macfie on December 25, 2010, 03:48:08 am

Title: Feature suggestion: enable/disable HUD
Post by: Macfie on December 25, 2010, 03:48:08 am
Would it be possible to put in a feature that would allow the new HUD feature to be turned off?  It would be nice to be able to turn this feature on and off throgh the launcher like enable 3d radar or enable information next to target.  It tends to mess up anything that has a special HUD. 
I thought fixing the FSPort HUD would fix all the problems but the Vasudan HUD in the Vasudan Imperium is messed up and it is more than just putting in an updated HUD table.  Also I kinda like the old HUD size.
Title: Re: Feature suggestion: enable/disable HUD
Post by: Zacam on December 25, 2010, 04:43:15 am
Aside from using an older build? Find some help to address the HUD issues in your mod.

Otherwise, not possible, or if (by some screwed up stretch of the imagination, possible) not going to happen.
Title: Re: Feature suggestion: enable/disable HUD
Post by: The E on December 25, 2010, 05:07:03 am
You can (or should be able to) get the old scaling back if you create a hud-gauges.tbm with the 1024x768 base coordinates, and set it to apply for all resolutions.
Title: Re: Feature suggestion: enable/disable HUD
Post by: Galemp on December 25, 2010, 07:16:12 am
FYI the Vasudan Imperium hud is a reskinned FS2 style hud, not FS1 style. Any and all HUD settings used for FS2 should be used for VI so long as they use the right filenames for the VI hud elements.
Title: Re: Feature suggestion: enable/disable HUD
Post by: Macfie on December 25, 2010, 08:30:55 am
FYI the Vasudan Imperium hud is a reskinned FS2 style hud, not FS1 style. Any and all HUD settings used for FS2 should be used for VI so long as they use the right filenames for the VI hud elements.

Does that mean that if I put a normal FS2 hud table in the mod folder it should work?
Title: Re: Feature suggestion: enable/disable HUD
Post by: Zacam on December 25, 2010, 08:49:17 am
Yes.
Title: Re: Feature suggestion: enable/disable HUD
Post by: Nuke on December 25, 2010, 03:20:16 pm
i think you can just put "hu.hudDrawn = false" in a script-eval sexp and it will let you switch the hud off, you can turn it back on again with "hu.hudDrawn = true". its one of the few things you can script completely from fred without any external scripts.
Title: Re: Feature suggestion: enable/disable HUD
Post by: Topgun on December 25, 2010, 03:56:16 pm
i think you can just put "hu.hudDrawn = false" in a script-eval sexp and it will let you switch the hud off, you can turn it back on again with "hu.hudDrawn = true". its one of the few things you can script completely from fred without any external scripts.
that's not what he is talking about.
Title: Re: Feature suggestion: enable/disable HUD
Post by: The E on December 26, 2010, 02:29:39 am
Also, that's a function that is covered by the hud-disable sexp.