Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: HLD_Prophecy on August 25, 2016, 12:36:58 pm

Title: How to remove HUD elements?
Post by: HLD_Prophecy on August 25, 2016, 12:36:58 pm
So for my mod I'd like to introduce HUD elements slowly. For the first mission the player has a rudimentary HUD (maybe just the reticule), then gets more stuff in subsequent missions, like the targeting window and the weapons dashboard.

How do I do this?
Title: Re: How to remove HUD elements?
Post by: General Battuta on August 25, 2016, 01:39:02 pm
BP has loads of this stuff. Open up the BP hud table and then a mission with custom hud gauges (say Nothing is True) and see how the mission enables those gauges and fills them with information.

WAIT this isn't what you want at all.

There's a simple SEXP that enables/disables HUD elements. set-hud-gauge-active or something like that. The BP dreamscape uses it to shut off a lot of the HUD, so you could open that mission file to check it out.
Title: Re: How to remove HUD elements?
Post by: procdrone on August 25, 2016, 02:00:31 pm
There's a simple SEXP that enables/disables HUD elements. set-hud-gauge-active or something like that. The BP dreamscape uses it to shut off a lot of the HUD, so you could open that mission file to check it out.

spare Blue Planet stuff alone, set-hud-gauge sexp lets you enable and disable visibility of certain parts of the hud at your convenience, no mods needed, its core FS2 stuff.
Title: Re: How to remove HUD elements?
Post by: General Battuta on August 25, 2016, 03:53:23 pm
I just said 'set-hud-gauge-active or something like that'.
Title: Re: How to remove HUD elements?
Post by: procdrone on August 25, 2016, 04:17:45 pm
No worries, I just made it simple-clear so nobody mistake that you need BP for that. Given your post, I'd think I need it :) (no offence please :[ )

But another thing is true. Blue Planet missions are marvels of Fredding and there are several impressive solutions to many a problem inside these missions.

In a time, i was opening them up myself to check up how they done this/that :)

Title: Re: How to remove HUD elements?
Post by: HLD_Prophecy on August 25, 2016, 07:46:39 pm
Yeah thanks, I'd rather do it without unpacking BP all over me desktop, if you don't mind. :P

Really though, ditto. War in Heaven may be the premier example of pushing the SCP engine to it's limits and beyond.

Granted, there is JAD. But still.

Anyways, I'll try that symbolic expression out! Thanks!
Title: Re: How to remove HUD elements?
Post by: HLD_Prophecy on August 25, 2016, 07:54:46 pm
Wow, just figured out how it works! This is one nifty feature! Thanks.
Title: Re: How to remove HUD elements?
Post by: procdrone on August 30, 2016, 01:40:48 pm
Almost all SEXP are described in FRED. do not hesitate to check the list for what is available, and try to get to understand uses for each.

Getting creative with FRED, and solving most issues by yourself (as best as it is possible) is the most efficient way to learn FREDing, compare solutions with other people, and improve.

Also remember that you have conditionals and variables available to you as well. FRED is very powerful tool.
Title: Re: How to remove HUD elements?
Post by: HLD_Prophecy on August 30, 2016, 04:56:35 pm
Almost all SEXP are described in FRED. do not hesitate to check the list for what is available, and try to get to understand uses for each.

Getting creative with FRED, and solving most issues by yourself (as best as it is possible) is the most efficient way to learn FREDing, compare solutions with other people, and improve.

Also remember that you have conditionals and variables available to you as well. FRED is very powerful tool.

Just remember: with great power comes great responsibility. *cue rimshot*

Sorry, classic Spiderman film fan here. :P

Sorry that I didn't look harder in FRED myself. I really should do that before asking questions.