Under construction.
You can highly customize the appearance of your HUD by the so called hud files.
The /hud your_hud_name
command will load the file excessiveplus/hud/your_hud_name.cfg
.
Note: There is the special default
hud to disable the whole customizable HUDs.
So the command /hud default
will disable and fallback to the default hud defined in the code.
To get your preferred HUD loaded automatically you can set the xp_hud
variable in your config file.
Note that the /hud
command will also set this variable for you.
Check out the great SuperHud Editor. It provides a visual editor, reducing the creation of a new HUD to a few mouse clicks.
The syntax has been derived from CPMA, so most HUDs should load just fine.
# single-line comment // single-line comment /* multi-line comment */ NetGraph { rect 592 432 48 48 bgcolor 0.25 0.25 0.25 0.25 fill } NetGraph { rect 592 432 48 48; bgcolor 0.25 0.25 0.25 0.25; fill; }
There are some differences compared to CPMA.
In contrast, CPMA draws some elements even if not defined, probably the most noticeable one would be Console
.
PreDecorate
and PostDecorate
are just the same.
If you run into problems with your existing HUDs and overlapped elements, just change the order.
Such fixed HUDs will load fine in both Excessive Plus and CPMA.
cg_drawFPS
, even the Draw3D
property can be overwritten by /set cg_draw3dIcons 0
.
Of course you can only toggle the display if the element is actually defined by the hud file. If there is no FPS
defined, you cannot display the FPS with /set cg_drawFPS 1
.
Anchors
, Param
and VerticalBar
.Note: All sizes, positions and drawing is done in an virtual 640x480 box and then scaled to your actual screen resolution.
Anchors Flags
Defines to which directions the element will be anchored relative to the drawn screen. This property will be applied when xp_aspectRatio
is enabled, which allows the HUD to not look stretched on non-4:3 resolutions. The possible flags are:
1
top
2
right
4
bottom
8
left
Flags can be combined. For example, the default value of 15
(which is 8 + 4 + 2 + 1) will anchor the element in all directions, which means that CPMA HUDs will look stretched, just like if xp_aspectRatio
is disabled.
Angles Pitch Yaw Roll [ Pan | -Rotate ]
Used to alter the display of a Model
. The fourth value is optional, if given it will either pan or rotate the model, depending on the algebraic sign (positive or negative).
BGColor Red Green Blue Alpha
Defines the background color for the element, valid values are 0..1
. In combination with Rect
and Fill
this will fill the area with the color.
Color Red Green Blue Alpha
or Color T | E
Defines the foreground color for the element, valid values are 0..1
. Icons and Image
properties will use this color.
There are two special colors T
and E
, they will represent the colors red
or blue
depending on your current team.
Note: Define BGColor
to control the alpha of these special colors.
DoubleBar [ 0 | 1 ]
Makes the elements StatusBar_ArmorBar
, StatusBar_AmmoBar
and StatusBar_HealthBar
use two lines instead of one.
Note: If optional parameter is omitted it will default to 1
.
Draw3D [ 0 | 1 ]
Will force the display of a 3d model. This can be overwritten by /set cg_draw3dIcons 0
Note: If optional parameter is omitted it will default to 1
.
Fade Red Green Blue Alpha
If both Fade
and Time
are defined, the element will linearly fade from Color
to this.
Fill [ 0 | 1 ]
Will fill the area defined by Rect
with BGColor
.
Note: If optional parameter is omitted it will default to 1
.
Font fontname
Defines the font for an element. If omitted xp
will be used.
xp
is the default Excessive Plus font
numbers
supports only numbers, no letters
ui
is the font used by Quake 3 UI
baseq3
will use the old Quake 3 font
Compatibility mode:
cpma
, sansman
will be xp
with TextStyle 4
(lite)
idblock
will be numbers
id
will be baseq3
threewave
will be baseq3
with TextStyle 8
(outline)
Any other fonts will output a warning and the default font will be used instead.
Note: It is highly suggested to use font xp
for elements that can contain player names, because Excessive Plus allows highly customized names with bold/lite styles and special characters not present in other fonts.
FontSize PointSize
or FontSize Width Height
The default Excessive Plus font is already aspect-adjusted and generally looks best if you just specify the PointSize
. It is suggested to use a distinct Width
and Height
for all other fonts, with Height
being 25-50% larger then Width
.
Note: Negative values can be used to create mirrored text.
Image "path/to/image_or_shader"
Displays the image in the area defined by Rect
. You can use any image or shader available in a PK3. If Color
is present, it will colorize the image.
This can also be used to load a skin for a Model
, just point the path to a .skin file.
Note: On a sv_pure
enabled server you can only use images available in the PK3s the server provide.
Model "path/to/model.md3"
Displays a 3d model in the area defined by Rect
. A specific skin can be loaded for that model with the Image "path/to/skin_name.skin"
property.
Monospace [ 0 | 1 ]
By default, all fonts are proportionally spaced. Meaning that an "i" takes up less room than an "m". Use this to get the old Quake 3 behaviour but generally this is not suggested.
Note: If optional parameter is omitted it will default to 1
.
Offset X Y Z
Changes the offset of a Model
along the X Y Z axis.
Param Value1 [ Value2 [ Value3 [ Value4 ] ] ]
Up to four special parameters for some elements.
Rect X Y Width Height
Defines the position and size of an element.
Note: Elements and especially Image
can be mirrored using negative Width
or Height
values.
Text "some text here"
Will output the text in the area defined by Rect
. Currently only supported by PreDecorate
and PostDecorate
.
TextAlign L | C | R
Justify the text either left, centered or right within Rect
.
Note: In combination with some elements, this will define the element's position rather then it's text.
TextStyle Flags
1
text will have a drop shadow
2
ignores inline color codes and forces color defined by the Color
property
4
forces a text to be "lite". Only works in combination with the xp
font
8
text will have an outline shadow
Flags can be combined e.g. TextStyle 6
will be 4 (lite) + 2 (force color).
Time Interval
Defines how long the element will be displayed in milliseconds.
VerticalBar [ 0 | 1 ]
Makes the elements StatusBar_ArmorBar
, StatusBar_AmmoBar
and StatusBar_HealthBar
be vertical instead of horizontal.
Note: If optional parameter is omitted it will default to 1
.
!Default
This is a helper element and will not be drawn. Once defined, all followed elements will inherit properties from this element. You can reuse this element as often as you want.
PreDecorate
and PostDecorate
Empty elements that can be used to draw decoration like separator bars, static Text
, images etc.
Note: Because HUDs have a dynamic z-layer, both elements are the same and are just there for compatibility reasons. The draw order is defined by appearance order in the file.
AmmoMessage
"LOW AMMO WARNING" and "OUT OF AMMO" message. Display can be toggled by cg_drawAmmoWarning
.
AttackerIcon
Icon of the player who last attacked you. Time
can be used.
AttackerName
Name of the player who last attacked you. Time
can be used.
Chat1
till Chat8
Display up to eight lines of player chats. Time
can be used.
Note: This can prepend the client number, depending on xp_drawClientNum
.
Console
Replacement for the engine notify console. Time
can be used. Display can be toggled with xp_drawNotify
.
FlagStatus_NME
Status of the enemy flag in CTF gametypes.
Note: Use Color E
to get a red
or blue
flag, depending on your current team.
FlagStatus_OWN
Status of your own flag in CTF gametypes.
Note: Use Color T
to get a red
or blue
flag, depending on your current team.
FollowMessage
"Following <PlayerName>" message. Obviously will only display when following a player while spectating.
FPS
Frames per second. Can be toggled by cg_drawFPS
.
FragMessage
"You fragged <PlayerName>" message. Time
can be used.
GameTime
Displays the game timer. Can be toggled by cg_drawTimer
.
Note: The last 60 seconds will display milliseconds while overtime will change color to cyan.
GameType
Displays the current gametype like "Freeze Tag" while spectating or during warmups.
ItemPickup
Name of the item you've just picked up. Time
can be used.
ItemPickupIcon
Icon of the item you've just picked up. Time
and Draw3D
can be used.
NetGraph
Displays your net graph or lag-o-meter. Can be toggled by cg_lagometer
.
NetGraphPing
Displays your current ping, based on the net graph. Can be toggled by xp_drawPing
.
PlayerSpeed
Your current speed on the X-Y-axis in units per second. Can be toggled by xp_drawSpeed
.
Powerup1_Icon
till Powerup4_Icon
Powerup icons. Draw3D
can be used.
Note: CTF gametypes will display the flag in Powerup1_Icon
while you hold it.
Powerup1_Time
till Powerup4_Time
Powerup time left in seconds.
RankMessage
"1st place with 12" message. Time
can be used.
Score_Limit
Fraglimit, Roundlimit or Capturelimit. Can be toggled by xp_drawScores
.
Score_NME
Enemy score. Can be toggled with xp_drawScores
.
Note: Use Color E
in combination with Fill
to get a red
or blue
background, depending on your current team.
Score_OWN
Your score. Can be toggled with xp_drawScores
.
Note: Use Color T
in combination with Fill
to get a red
or blue
background, depending on your current team.
SpecMessage
Help message for spectators, explaining the keys or informing about your thaw status in Freeze Tag.
StatusBar_AmmoBar
, StatusBar_ArmorBar
, StatusBar_HealthBar
Current ammo/armor/health in bar form. For a single bar, it will get full when it reaches the hard limit. DoubleBar
can be used to get two lines instead of one, representing the soft and hard limits. TextAlign
will change the alignment of the whole bar and Image
can be used to customize it even further. Can be toggled by cg_drawStatus
.
This element accepts an additional Param
, which can be a combination of the following flags:
1
single bar will behave like the second bar of DoubleBar
2
single bar will get full when it reaches the soft instead of hard limit
Combining those flags on different bars can achieve some fancy effects. See hud/qlive_snippet.cfg
for an example.
Note: If Color
alpha is 0, flexible color will be used. Red
for critical, orange/yellow
for normal and white
for over limit values.
StatusBar_AmmoCount
, StatusBar_ArmorCount
, StatusBar_HealthCount
Current ammo/armor/health in numeric form. Flexible colors are enforced. Can be toggled by cg_drawStatus
.
StatusBar_AmmoIcon
, StatusBar_ArmorIcon
, StatusBar_HealthIcon
Current ammo/armor/player icon. Draw3D
can be used. Can be toggled by cg_drawStatus
.
Note: If both Image
and Model
is ommited in StatusBar_HealthIcon
, your current model will be used.
TargetName
Current crosshair target's name. Can be toggled by cg_drawCrosshairNames
.
TargetStatus
Current crosshair target's status, only available for team members. Can be toggled by cg_drawCrosshairNames
.
TeamCount_NME
Players alive on enemy team, only for Freeze Tag and Clan Arena. Can be toggled by xp_drawScores
.
TeamCount_OWN
Players alive on your team, only for Freeze Tag and Clan Arena. Can be toggled by xp_drawScores
.
TeamIcon_NME
Defaults to red/blue
Sarge icon, depending on your team. You can use any Image
or Model
.
TeamIcon_OWN
Defaults to red/blue
Sarge icon, depending on your team. You can use any Image
or Model
.
Team1
till Team8
Teamoverlay for up to 8 team members. Can be toggled by cg_drawTeamOverlay
.
TextStyle
will change alignment for the whole element.
Note: The column design will be kept, no matter if Monospace
is set or not. Generally it will look better without.
VoteMessageWorld
Current vote text.
Note: Votes can be called at the end of a map, while the scoreboard is displayed. A position should be taken to work for both, in-game and scoreboard.
WarmupInfo
"Waiting for players", "Warmup", "Starts in: X" etc.
WeaponList
The weapon list has some special settings that differ from the rest.
The Width
and Height
are for each weapon, not the total.
TextStyle
can be used to have a horizontal or vertical weapon list.
Color
defines the color for your current selected weapon and Fill
will show ammo for weapons you do not have.
Note: The list will wrap at the bottom of the screen for both vertical styles. This way you can get a multi-column list.