Hud.plist
hud.plist and hud-small.plist provides Oolite with the information necessary to display the players hud.
Contents
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:"; draw_surround = no; labelled = no; 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.
draw_surround
A box is drawn around the dial when set to 'yes'.
labeled
Adds bank numbers to the energy banks. Does nothing for other dials.
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 between the missile icons in the 'drawMissileDisplay'. Does nothing for other dials.
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:
legends = ( { text = "FWD"; x = -264; y = 82; y_origin = -1; height = 20; width = 10; alpha = 0.5; }, { image = "myImage.png"; x = -164; y = 72; y_origin = 1; height = 40; width = 40; alpha = 0.5; } )
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; };