Author Topic: Feature suggestion: enable/disable HUD  (Read 1608 times)

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Offline Macfie

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Feature suggestion: enable/disable HUD
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.
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Offline Zacam

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Re: Feature suggestion: enable/disable HUD
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.
« Last Edit: December 25, 2010, 04:48:47 am by Zacam »
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Offline The E

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Re: Feature suggestion: enable/disable HUD
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.
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Offline Galemp

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Re: Feature suggestion: enable/disable HUD
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.
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Offline Macfie

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Re: Feature suggestion: enable/disable HUD
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?
Normal people believe that if it isn't broke, don't fix it. Engineers believe that if it isn't broke, it doesn't have enough features yet.
The difference between Mechanical Engineers and Civil Engineers is:
Mechanical Engineers build weapons.  Civil Engineers build targets
An optimist sees the glass half full; the pessimist sees it half empty. An engineer sees that the glass is twice as big as it needs to be.

 

Offline Zacam

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Re: Feature suggestion: enable/disable HUD
Yes.
Report MediaVP issues, now on the MediaVP Mantis! Read all about it Here!
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"If you can keep a level head in all this confusion, you just don't understand the situation"

¤[D+¬>

[08/01 16:53:11] <sigtau> EveningTea: I have decided that I am a 32-bit registerkin.  Pronouns are eax, ebx, ecx, edx.
[08/01 16:53:31] <EveningTea> dhauidahh
[08/01 16:53:32] <EveningTea> sak
[08/01 16:53:40] * EveningTea froths at the mouth
[08/01 16:53:40] <sigtau> i broke him, boys

 

Offline Nuke

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Re: Feature suggestion: enable/disable HUD
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.
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Offline Topgun

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Re: Feature suggestion: enable/disable HUD
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.

  

Offline The E

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Re: Feature suggestion: enable/disable HUD
Also, that's a function that is covered by the hud-disable sexp.
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
--Evergrey, Where August Mourns