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- Written by: INsane
- Category: CSS HUD and GUI Modification
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How the flashes work in HudHealth
A quick modification on Low Health
(file to edit for this page is in cstrike\cstrike_pak_dir.vpk Using GCFScape navagate to root\scripts\HudAnimation.txt)
Apart from the colors in this area there are some animations with values and timings to adjust. We need to understand how this works and see what we can adjust. Basically the Health numbers will ...
1. Flash a couple of times on each damage value
2. When reaching "25" and below it will keep flashing for a "Low Health" warning.
To find this out we can ...
Create a local LAN game on de_prodigy. Join as CT go out to the top of first bunker and jump off to the steps below.
The landing at the bottom of the stairs will give about "30" damage, middle about "10" damage, second step about "3" damage, and the top and second step about "0- 5" damage. Here is a video...
In all the jumps where you get damage the Health area will flash. This is governed by this section in the cstrike\custom\tut_hud\scripts\hudanimation.txt ...
} event HealthTookDamage { Animate HudHealth FgColor "HudIcon_Red" Linear 0.0 0.1 Animate HudHealth FgColor "Panel.FgColor" Pulse 4 0.1 1.0 //"OrangeDim" Animate HudHealth Blur "7" Deaccel 0.0 0.2 Animate HudHealth Blur "1" Deaccel 0.2 0.3 }
What that does is to flash between the normal color "OrangeDim" and the warning color "HudIcon_Red" (in this hud it has been changed to "Panel.FgColor").
Past 25 the flash becomes permanent, control is the hudanimations.txt file, this section ....
} event HealthLow { Animate HudHealth FgColor "HudIcon_Red" Linear 0.0 0.1 Animate HudHealth FgColor "Panel.FgColor" Pulse 2000 0.1 1000.0 //"OrangeDim" }
What this does is permanently, (well for the rest of the map time anyway) set the flash until you die or get more health.
When you do get more health, (say at the start of a new round) this section controls that by stopping any other running animations and setting up the normal color again....
} event HealthRestored { StopPanelAnimations HudHealth 0.0 Animate HudHealth FgColor "Panel.FgColor" Linear 0.0 0.01 //"OrangeDim" Animate HudHealth Blur "7" Deaccel 0.0 0.2 Animate HudHealth Blur "1" Deaccel 0.2 1.0 }
Now you have the basics it is a matter of what you want to do . In my Ver5 HUD I wanted to move the HUD Health to the center of the screen so it really stands out that... one more hit and I will die! So I change the "event HealthLow" section...
} event HealthLow { Animate HudHealth FgColor "HudIcon_Red" Linear 0.0 0.1 Animate HudHealth FgColor "Panel.FgColor" Pulse 2000 0.1 1000.0 //"OrangeDim" // Moves the Health to a low centre position when below 25 health Animate HudHealth Position "C-20 C100" Linear 0.0 0.2 }
It looks like this...
But we must also make sure that when we restart the normal position is set. This should always be the same positions as the "HudHealth" section in the HudLayout.res, the "xpos" and "ypos" settings. In this hud my settings are "xpos" "8" and "ypos" "446". The code style when moving panels around in hudanimations.txt is .... "8 446" the 8 = xpos then a space and then the ypos 446...
} event HealthRestored { StopPanelAnimations HudHealth 0.0 Animate HudHealth FgColor "Panel.FgColor" Linear 0.0 0.01 //"OrangeDim" Animate HudHealth Blur "7" Deaccel 0.0 0.2 Animate HudHealth Blur "1" Deaccel 0.2 1.0 // Resets the Health to its normal position see third line in "event HealthLow" Animate HudHealth Position "8 446" Linear 0.0 0.2 }
Now it will look and work OK...
You have to know how to manipulate the events, some things like colors are easy, positions simple, timing...but read the top of that file for a guide, the adjustments are many and not easy to understand! This is a good thing, your HUD will look far different from the others should you take the time to experiment and learn about this file.
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