// In Game HUD // // defines from ui_shared.h assetGlobalDef { bigFont "fonts/reallybigfont" 20 // font small2Font "arialnb" 14 } { menuDef { name "mainhud" fullScreen 0 // MENU_FALSE rect 0 0 640 480 // Size and position of the menu visible 1 // Visible on open focusColor 1 1 1 1 // Focus color for text and items descX 320 descY 434 descColor .96 .933 .40 1 // Focus color for text and items } // LEFT SIDE HUD - contains the armor and health // menuDef { name "lefthud" fullScreen 0 // MENU_FALSE rect 0 368 112 112 // Size and position of the menu visible 1 // Visible on open // Metal Frame itemDef { name "frame" forecolor 1 1 1 1 background "gfx/hud/hudleft" rect 0 0 112 112 // (these positions are relative to the initial position of the menu) // X pos, Y pos, char size, char height } // Health tics itemDef { name health_tic1 background "gfx/hud/health_tic_1" forecolor 1 1 1 1 rect 20 24 28 28 // (these positions are relative to the initial position of the menu) // X pos, Y pos, graphic size, graphic height } itemDef { name health_tic2 background "gfx/hud/health_tic_2" forecolor 1 1 1 1 rect 38 33 28 28 // (these positions are relative to the initial position of the menu) // X pos, Y pos, graphic size, graphic height } itemDef { name health_tic3 background "gfx/hud/health_tic_3" forecolor 1 1 1 1 rect 52 47 28 28 // (these positions are relative to the initial position of the menu) // X pos, Y pos, graphic size, graphic height } itemDef { name health_tic4 background "gfx/hud/health_tic_4" forecolor 1 1 1 1 rect 60 65 28 28 // (these positions are relative to the initial position of the menu) // X pos, Y pos, graphic size, graphic height } // Armor tics itemDef { name armor_tic1 background "gfx/hud/armor_tic_1" forecolor 1 1 1 1 rect 9 -6 56 56 // (these positions are relative to the initial position of the menu) // X pos, Y pos, graphic size, graphic height } itemDef { name armor_tic2 background "gfx/hud/armor_tic_2" forecolor 1 1 1 1 rect 34 3 56 56 // (these positions are relative to the initial position of the menu) // X pos, Y pos, graphic size, graphic height } itemDef { name armor_tic3 background "gfx/hud/armor_tic_3" forecolor 1 1 1 1 rect 54 24 56 56 // (these positions are relative to the initial position of the menu) // X pos, Y pos, graphic size, graphic height } itemDef { name armor_tic4 background "gfx/hud/armor_tic_4" forecolor 1 1 1 1 rect 63 48 56 56 // (these positions are relative to the initial position of the menu) // X pos, Y pos, graphic size, graphic height } // Scan line // itemDef // { // name scanline // group none // background "gfx/hud/hudleft_scanline" // forecolor 1 1 1 1 // rect 23 8 80 80 // (these positions are relative to the initial position of the menu) // // X pos, Y pos, char size, char height // visible 1 // } // Numeric counter for armor itemDef { name armoramount group none forecolor 0.0 .613 .097 1 rect 85 98 6 12 // (these positions are relative to the initial position of the menu) // X pos, Y pos, char size, char height visible 1 } // Numeric counter for health itemDef { name healthamount group none forecolor .835 .015 .015 1 rect 59 98 6 12 // (these positions are relative to the initial position of the menu) // X pos, Y pos, char size, char height } // Vehicle HUD (Swoop bike) itemDef { name vehicleHUD group none rect 0 -145 60 120 // (these positions are relative to the initial position of the menu) // X pos, Y pos, char size, char height } // Vehicle HUD (Swoop bike) itemDef { name vehicleHUDbackground group none rect 20 -135 30 90 // (these positions are relative to the initial position of the menu) // X pos, Y pos, char size, char height } // Vehicle HUD (Swoop bike) itemDef { name vehicleHUDhealthbar group none rect 20 15 30 74 // (these positions are relative to the initial position of the menu) // X pos, Y pos, char size, char height } } // RIGHT SIDE HUD - contains force and ammo amounts // menuDef { name "righthud" fullScreen 0 // MENU_FALSE rect 640 368 -112 112 // Size and position of the menu visible 1 // Visible on open focusColor 1 1 1 1 // Focus color for text and items appearanceIncrement 75 // In miliseconds descX 320 descY 434 descColor .96 .933 .40 1 // Focus color for text and items // Scan line // itemDef // { // name scanline // group none // background "gfx/hud/hudleft_scanline" // forecolor 1 1 1 1 // rect -23 8 -80 80 // (these positions are relative to the initial position of the menu) // // X pos, Y pos, char size, char height // } // Metal Frame itemDef { name "frame" forecolor 1 1 1 1 background "gfx/hud/hudleft" rect 0 0 -112 112 // (these positions are relative to the initial position of the menu) // X pos, Y pos, char size, char height } // Ammo tics itemDef { name ammo_tic1 background "gfx/hud/ammo_tic_1" forecolor 1 1 1 1 rect -48 25 28 28 // (these positions are relative to the initial position of the menu) // X pos, Y pos, graphic size, graphic height } itemDef { name ammo_tic2 background "gfx/hud/ammo_tic_2" forecolor 1 1 1 1 rect -66 33 28 28 // (these positions are relative to the initial position of the menu) // X pos, Y pos, graphic size, graphic height } itemDef { name ammo_tic3 background "gfx/hud/ammo_tic_3" forecolor 1 1 1 1 rect -80 47 28 28 // (these positions are relative to the initial position of the menu) // X pos, Y pos, graphic size, graphic height } itemDef { name ammo_tic4 background "gfx/hud/ammo_tic_4" forecolor 1 1 1 1 rect -88 65 28 28 // (these positions are relative to the initial position of the menu) // X pos, Y pos, graphic size, graphic height } // Force tics itemDef { name force_tic1 background "gfx/hud/force_tic_1" forecolor 1 1 1 1 rect -65 -5 56 56 // (these positions are relative to the initial position of the menu) // X pos, Y pos, graphic size, graphic height } itemDef { name force_tic2 background "gfx/hud/force_tic_2" forecolor 1 1 1 1 rect -89 4 56 56 // (these positions are relative to the initial position of the menu) // X pos, Y pos, graphic size, graphic height } itemDef { name force_tic3 background "gfx/hud/force_tic_3" forecolor 1 1 1 1 rect -109 24 56 56 // (these positions are relative to the initial position of the menu) // X pos, Y pos, graphic size, graphic height } itemDef { name force_tic4 background "gfx/hud/force_tic_4" forecolor 1 1 1 1 rect -119 48 56 56 // (these positions are relative to the initial position of the menu) // X pos, Y pos, graphic size, graphic height } // Numeric counter for force itemDef { name forceamount group none rect -109 98 6 12 // (these positions are relative to the initial position of the menu) // X pos, Y pos, char size, char height forecolor .359 .524 .722 1 } // Numeric counter for ammo itemDef { name ammoamount group none rect -83 98 6 12 // (these positions are relative to the initial position of the menu) // X pos, Y pos, char size, char height forecolor 1.0 .658 .062 1 } // When ammo is infinite (used in MP) itemDef { name ammoinfinite group none rect -75 87 6 12 // (these positions are relative to the initial position of the menu) // X pos, Y pos, char size, char height forecolor 1.0 .658 .062 1 } // Saber style graphics itemDef { name saberstyle_strong background "gfx/hud/saber_strong" forecolor 1 1 1 1 rect -49 24 26 26 // (these positions are relative to the initial position of the menu) // X pos, Y pos, char size, char height } itemDef { name saberstyle_medium background "gfx/hud/saber_med" forecolor 1 1 1 1 rect -70 43 26 26 // (these positions are relative to the initial position of the menu) // X pos, Y pos, char size, char height } itemDef { name saberstyle_fast background "gfx/hud/saber_fast" forecolor 1 1 1 1 rect -85 69 24 24 // (these positions are relative to the initial position of the menu) // X pos, Y pos, char size, char height } // Tells current score of game itemDef { name score_line forecolor 1 1 1 1 rect -150 92 6 12 // (these positions are relative to the initial position of the menu) // X pos, Y pos, char size, char height } } menuDef { name "weaponselecthud" fullScreen 0 // MENU_FALSE rect 30 410 0 0 // Size and position of the menu visible 1 // Visible on open focusColor 1 1 1 1 // Focus color for text and items } menuDef { name "forceselecthud" fullScreen 0 // MENU_FALSE rect 30 410 0 0 // Size and position of the menu visible 1 // Visible on open focusColor 1 1 1 1 // Focus color for text and items } menuDef { name "inventoryselecthud" fullScreen 0 // MENU_FALSE rect 30 410 0 0 // Size and position of the menu visible 1 // Visible on open focusColor 1 1 1 1 // Focus color for text and items } // Used as background for the Weapon, Force Powers, and Inventory HUDs menuDef { name "iconbackground" fullScreen 0 // MENU_FALSE rect 90 440 460 60 // Size and position of the menu visible 1 // Visible on open focusColor 1 1 1 1 // Focus color for text and items } ////////////////////////////////////////// // Taun Taun ////////////////////////////////////////// menuDef { name "tauntaunhud" rect 70 400 640 80 focusColor 1 1 1 1 ////////////////////////////////////////// // Vehicle Speed meter ////////////////////////////////////////// itemDef { name "speedbackground" forecolor 1 1 1 1 background "gfx/hud/vehicle_grid2" rect 215 55 115 16 } itemDef { name "speed_tic1" forecolor 1 1 1 1 background "gfx/hud/vehicle_turbo_tick" rect 216 55 14 16 } itemDef { name "speed_tic2" forecolor 1 1 1 1 background "gfx/hud/vehicle_turbo_tick" rect 228 55 14 16 } itemDef { name "speed_tic3" forecolor 1 1 1 1 background "gfx/hud/vehicle_turbo_tick" rect 240 55 14 16 } itemDef { name "speed_tic4" forecolor 1 1 1 1 background "gfx/hud/vehicle_turbo_tick" rect 252 55 14 16 } itemDef { name "speed_tic5" forecolor 1 1 1 1 background "gfx/hud/vehicle_turbo_tick" rect 264 55 14 16 } } ////////////////////////////////////////// // ATST Specific ////////////////////////////////////////// menuDef { name "atsthud" fullScreen 0 // MENU_FALSE rect 0 368 112 112 // Size and position of the menu ////////////////////////////////////////// // Vehicle Speed meter ////////////////////////////////////////// itemDef { name "background" forecolor 1 1 1 1 background "gfx/menus/radar/circle_base" rect 5 10 100 100 } itemDef { name "outer_frame" forecolor 1 1 1 1 background "gfx/menus/radar/circle_base_frame" rect 5 10 100 100 } itemDef { name "left_pic" forecolor 1 1 1 1 background "gfx/menus/radar/atst_dam" rect 10 20 90 80 } } menuDef { name "swoopvehiclehud" rect 0 400 640 80 focusColor 1 1 1 1 itemDef { name "leftframe" forecolor 1 1 1 1 background "gfx/hud/vehicle_frame" rect 200 30 16 64 } itemDef { name "rightframe" forecolor 1 1 1 1 background "gfx/hud/vehicle_frame" rect 436 30 -16 64 } ////////////////////////////////////////// // Vehicle Shield meter ////////////////////////////////////////// itemDef { name "shieldbackground" forecolor 1 1 1 1 background "gfx/hud/vehicle_grid" rect 190 32 256 16 } itemDef { name "shield_tic1" forecolor 1 1 1 1 background "gfx/hud/vehicle_health_tick" rect 203 32 31 16 } itemDef { name "shield_tic2" forecolor 1 1 1 1 background "gfx/hud/vehicle_health_tick" rect 221 32 31 16 } itemDef { name "shield_tic3" forecolor 1 1 1 1 background "gfx/hud/vehicle_health_tick" rect 239 32 31 16 } itemDef { name "shield_tic4" forecolor 1 1 1 1 background "gfx/hud/vehicle_health_tick" rect 257 32 31 16 } itemDef { name "shield_tic5" forecolor 1 1 1 1 background "gfx/hud/vehicle_health_tick" rect 275 32 31 16 } itemDef { name "shield_tic6" forecolor 1 1 1 1 background "gfx/hud/vehicle_health_tick" rect 293 32 31 16 } itemDef { name "shield_tic7" forecolor 1 1 1 1 background "gfx/hud/vehicle_health_tick" rect 311 32 31 16 } itemDef { name "shield_tic8" forecolor 1 1 1 1 background "gfx/hud/vehicle_health_tick" rect 329 32 31 16 } itemDef { name "shield_tic9" forecolor 1 1 1 1 background "gfx/hud/vehicle_health_tick" rect 347 32 31 16 } itemDef { name "shield_tic10" forecolor 1 1 1 1 background "gfx/hud/vehicle_health_tick" rect 365 32 31 16 } itemDef { name "shield_tic11" forecolor 1 1 1 1 background "gfx/hud/vehicle_health_tick" rect 383 32 31 16 } itemDef { name "shield_tic12" forecolor 1 1 1 1 background "gfx/hud/vehicle_health_tick" rect 401 32 31 16 } ////////////////////////////////////////// // Vehicle Linked Weapons Indicator ////////////////////////////////////////// itemDef { name "weaponslinked" forecolor 1 1 1 1 background "gfx/hud/vehicle_grid2" rect 426 56 3 14 } ////////////////////////////////////////// // Vehicle Turbo Recharge meter ////////////////////////////////////////// itemDef { name "turborecharge" forecolor 1 1 1 1 background "gfx/hud/vehicle_grid2" rect 207 70 3 -14 } ////////////////////////////////////////// // Vehicle Speed meter ////////////////////////////////////////// itemDef { name "speedbackground" forecolor 1 1 1 1 background "gfx/hud/vehicle_grid2" rect 215 55 115 16 } itemDef { name "speed_tic1" forecolor 1 1 1 1 background "gfx/hud/vehicle_turbo_tick" rect 216 55 14 16 } itemDef { name "speed_tic2" forecolor 1 1 1 1 background "gfx/hud/vehicle_turbo_tick" rect 228 55 14 16 } itemDef { name "speed_tic3" forecolor 1 1 1 1 background "gfx/hud/vehicle_turbo_tick" rect 240 55 14 16 } itemDef { name "speed_tic4" forecolor 1 1 1 1 background "gfx/hud/vehicle_turbo_tick" rect 252 55 14 16 } itemDef { name "speed_tic5" forecolor 1 1 1 1 background "gfx/hud/vehicle_turbo_tick" rect 264 55 14 16 } ////////////////////////////////////////// // Vehicle Armor meter ////////////////////////////////////////// itemDef { name "armorbackground" forecolor 1 1 1 1 background "gfx/hud/vehicle_grid2" rect 286 55 115 16 } itemDef { name "armor_tic1" forecolor 1 1 1 1 background "gfx/hud/vehicle_armor_tick" rect 287 55 14 16 } itemDef { name "armor_tic2" forecolor 1 1 1 1 background "gfx/hud/vehicle_armor_tick" rect 299 55 14 16 } itemDef { name "armor_tic3" forecolor 1 1 1 1 background "gfx/hud/vehicle_armor_tick" rect 311 55 14 16 } itemDef { name "armor_tic4" forecolor 1 1 1 1 background "gfx/hud/vehicle_armor_tick" rect 323 55 14 16 } itemDef { name "armor_tic5" forecolor 1 1 1 1 background "gfx/hud/vehicle_armor_tick" rect 335 55 14 16 } ////////////////////////////////////////// // Vehicle Ammo meter (normal) ////////////////////////////////////////// itemDef { name "ammobackground" forecolor 1 1 1 1 background "gfx/hud/vehicle_grid2" rect 357 55 115 16 } itemDef { name "ammo_tic1" forecolor 1 1 1 1 background "gfx/hud/vehicle_ammo_tick" rect 358 55 14 16 } itemDef { name "ammo_tic2" forecolor 1 1 1 1 background "gfx/hud/vehicle_ammo_tick" rect 370 55 14 16 } itemDef { name "ammo_tic3" forecolor 1 1 1 1 background "gfx/hud/vehicle_ammo_tick" rect 382 55 14 16 } itemDef { name "ammo_tic4" forecolor 1 1 1 1 background "gfx/hud/vehicle_ammo_tick" rect 394 55 14 16 } itemDef { name "ammo_tic5" forecolor 1 1 1 1 background "gfx/hud/vehicle_ammo_tick" rect 406 55 14 16 } ////////////////////////////////////////// // Vehicle Ammo Upper meter (for vehicles with two type of ammo) ////////////////////////////////////////// itemDef { name "ammoupperbackground" forecolor 1 1 1 1 background "gfx/hud/vehicle_grid2" rect 357 55 115 10 } itemDef { name "ammoupper_tic1" forecolor 1 1 1 1 background "gfx/hud/vehicle_ammo_tick" rect 358 55 14 10 } itemDef { name "ammoupper_tic2" forecolor 1 1 1 1 background "gfx/hud/vehicle_ammo_tick" rect 370 55 14 10 } itemDef { name "ammoupper_tic3" forecolor 1 1 1 1 background "gfx/hud/vehicle_ammo_tick" rect 382 55 14 10 } itemDef { name "ammoupper_tic4" forecolor 1 1 1 1 background "gfx/hud/vehicle_ammo_tick" rect 394 55 14 10 } itemDef { name "ammoupper_tic5" forecolor 1 1 1 1 background "gfx/hud/vehicle_ammo_tick" rect 406 55 14 10 } ////////////////////////////////////////// // Vehicle Ammo Lower meter (for vehicles with two type of ammo) ////////////////////////////////////////// itemDef { name "ammolowerbackground" forecolor 1 1 1 1 background "gfx/hud/vehicle_grid2" rect 357 67 115 10 } itemDef { name "ammolower_tic1" forecolor 1 1 1 1 background "gfx/hud/vehicle_ammo_tick" rect 358 67 14 10 } itemDef { name "ammolower_tic2" forecolor 1 1 1 1 background "gfx/hud/vehicle_ammo_tick" rect 370 67 14 10 } itemDef { name "ammolower_tic3" forecolor 1 1 1 1 background "gfx/hud/vehicle_ammo_tick" rect 382 67 14 10 } itemDef { name "ammolower_tic4" forecolor 1 1 1 1 background "gfx/hud/vehicle_ammo_tick" rect 394 67 14 10 } itemDef { name "ammolower_tic5" forecolor 1 1 1 1 background "gfx/hud/vehicle_ammo_tick" rect 406 67 14 10 } } menuDef { name "mp_timer" rect 560 160 60 30 focusColor 1 1 1 1 itemDef { name "frame" forecolor 1 1 1 1 background "gfx/mp/count" rect 0 15 80 40 } itemDef { name "deathtimer" forecolor 0 .6 0 1 rect 15 22 64 32 } itemDef { name "timer" forecolor 0 .6 0 1 rect 15 22 64 32 } } menuDef { name "vehicledamagehud" fullScreen 0 // MENU_FALSE rect 0 368 112 112 // Size and position of the menu visible 1 // Visible on open itemDef { name "background" forecolor 1 1 1 1 background "gfx/menus/radar/circle_base" rect 5 10 100 100 } itemDef { name "outer_frame" forecolor 1 1 1 1 background "gfx/menus/radar/circle_base_frame" rect 5 10 100 100 } itemDef { name "shields" forecolor 1 1 1 1 background "gfx/menus/radar/circle_base_shield" rect 5 10 100 100 } itemDef { name "vehicle_front" forecolor 1 1 1 1 // background is determined by vehicle background "gfx/menus/radar/circle_base_shield" rect 5 10 100 100 } itemDef { name "vehicle_back" forecolor 1 1 1 1 // background is determined by vehicle background "gfx/menus/radar/circle_base_shield" rect 5 10 100 100 } itemDef { name "vehicle_left" forecolor 1 1 1 1 // background is determined by vehicle background "gfx/menus/radar/circle_base_shield" rect 5 10 100 100 } itemDef { name "vehicle_right" forecolor 1 1 1 1 // background is determined by vehicle background "gfx/menus/radar/circle_base_shield" rect 5 10 100 100 } } menuDef { name "enemyvehicledamagehud" fullScreen 0 // MENU_FALSE rect 530 368 112 112 // Size and position of the menu visible 1 // Visible on open itemDef { name "background" forecolor 1 1 1 1 background "gfx/menus/radar/circle_base" rect 5 10 100 100 } itemDef { name "outer_frame" forecolor 1 1 1 1 background "gfx/menus/radar/circle_base_frame" rect 5 10 100 100 } itemDef { name "shields" forecolor 1 1 1 1 background "gfx/menus/radar/circle_base_shield" rect 5 10 100 100 } itemDef { name "vehicle_front" forecolor 1 1 1 1 // background is determined by vehicle background "gfx/menus/radar/circle_base_shield" rect 5 10 100 100 } itemDef { name "vehicle_back" forecolor 1 1 1 1 // background is determined by vehicle background "gfx/menus/radar/circle_base_shield" rect 5 10 100 100 } itemDef { name "vehicle_left" forecolor 1 1 1 1 // background is determined by vehicle background "gfx/menus/radar/circle_base_shield" rect 5 10 100 100 } itemDef { name "vehicle_right" forecolor 1 1 1 1 // background is determined by vehicle background "gfx/menus/radar/circle_base_shield" rect 5 10 100 100 } } }