Hud.plist

From Elite Wiki
Revision as of 10:15, 19 June 2011 by Eric Walch (talk | contribs) (Added crosshairs)

hud.plist and hud-small.plist provides Oolite with the information necessary to display the players hud.


cloak_indicator_on_status_light

This key determines if the statuslight also should show the cloaked status.

Example:

cloak_indicator_on_status_light = yes;

crosshair_scale

Affects the size of the crosshair. (default 32.0)

Example:

crosshair_scale = 32.0;

crosshair_width

Affects the width of the crosshair. (default 1.5)

Example:

crosshair_width = 1.5;

crosshair_color

Affects the color of the crosshair. color can be a named color or any of the other Colour_specifiers. (Default is greenColor)

Example:

crosshair_color= "greenColor";

crosshairs

This entry contains a directory with crosshairs that overrides those defined in the internal crosshairs.plist

Example:

crosshairs = {
WEAPON_BEAM_LASER =
	(
		(0.25, 0.25, 1.0,		0.75, 0.0, 0.50),
		(0.25, 0.25, -1.0,		0.75, 0.0, -0.50),
		(0.25, 1.0, 0.25,		0.75, 0.50, 0.0),
		(0.25, -1.0, 0.25,		0.75, -0.50, 0.0),
		(0.25, -0.25, 1.0,		0.75, 0.0, 0.50),
		(0.25, -0.25, -1.0,		0.75, 0.0, -0.50),
		(0.25, 1.0, -0.25,		0.75, 0.50, 0.0),
		(0.25, -1.0, -0.25,		0.75, -0.50, 0.0)
	);
}


dials

The dials are listed here as an array of individual dials. Each dial is a separate directory. The dial for the scanner looks for example like:

{	// scanner
	selector	= "drawScanner:";
	alpha		= 1.0;
	x		= 0;
	y		= 60;
	y_origin	= -1;
	height		= 72.0;
	width		= 288.0;
	rgb_color	= (1.0, 0.0, 0.0);
}

selector

The selector is a hardcode name.

alpha

alpha is the transpacency of the dial ranging from 0 to 1.

x

x is the x-position of the dial on screen.

y

y is the y-position of the dial on screen.

x_origin

x_origin = 1.0 means that the x co-ordinate is interpreted relative to the right hand side of the screen. If x_origin is set to 0 or unspecified, then x is interpreted relative to the middle of the screen. x_origine = -1.0 means that the x co-ordinate is interpreted relative to the left hand side of the screen. N.B. it is preferable to define hud elements relative to the screen borders, so that hud elements fit better on all height/width ratio screens.

y_origin

y_origin = -1.0 means that y is relative to the screen bottom. If y_origin is set to 0 or unspecified, then y is interpreted relative to the middle of the screen , and similarly for y_origin. y_origine = -1.0 means that the y co-ordinate is interpreted relative to the top of the screen.

height

The hight of the dial.

width

The width of the dial.

spacing

Determines spacing for some dials, like the missile icons.

rgb_color

Determines the color of some dials. Example:

rgb_color	= (1.0, 0.0, 0.0);

legends

The legends are listed here as an array of individual legends. Each legends is a separate directory. The legends looks for example like:

{	// LHS
	text		= "FWD";
	x		= -264;
	y		= 82;
	y_origin	= -1;
	height		= 20;
	width		= 10;
}

overall_alpha

The overall tranparency of the hud can be set with overall_alpha.

Example:

overall_alpha	= 0.75;

reticle_target_sensitive

This key determines if the reticle should become red when on-target.

Example:

reticle_target_sensitive = no;

comm_log_gui

Determines the location and the specifications of the comm_log_gui and contains a directory of keys.

Example:

"message_gui" = {
	alpha = "0.75";
	width = 360;
	height = 100;
	x = 0;
	y = "180";
	"row_height" = 12;
	title = "Communication Log";
};

message_gui

Determines the location and the specifications of the message_gui and contains a directory of keys.

Example:

"message_gui" = {
	alpha = "0.75";
	width = 480;
	height = 160;
	x = 0;
	y = "-40";
	"row_height" = 16;
};