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I hope you don't mind, but I've used your local player panel background as a big part of my improved HUD mod based on Apex Legends. It's here on the Steam Workshop , and I've made sure to give you proper credit for it.
I managed to fix the M60 ammo positioning--it's tied to the rest of the widgets in the HudWeaponSelection in hudlayout.res file, so it was only a matter of adjusting everything else to work around the M60 ammo positioning, since you can't adjust the M60 ammo positioning itself individually.
does the CIconPanel include them?
Healing and offensive items now display when downed.
okay maybe i played old version.but it can be added?
i try it to add a icon code to the res file.looks like great,because i will know what items they have that the incap survivors dying :D
sry my fault.
it should be:
$basetexture "vgui\s_panel_<character>"
when the survivors being incap,the head icon will be lost.so i have a answer to fix it:
1:change the vmt file like:s_panel_<character>_incap.vmt
ed:Nick s_panel_gambler_incap.vmt
UnlitGeneric
{
$translucent 1
$basetexture "vgui\s_panel_biker"
$vertexcolor 1
$no_fullbright 1
$ignorez 1
}
use this code can lock the incap image turn to the head icon(sry my english bad)
2.then check the loclplayerpanel_incap.res and teammatepanel_incap.res.
set the backgroundimage position,same with the head icon,same postion.
3.add a warning icon when a survivor being incap, like a trangle with a "!".
warning:i tested it when change the background color,it will change the head icon color too.
Changing the full position is an entire different story, you need to change both overlay and hud values, really tricky.
Another thing, i want to ask if is posible to change the perspective position of the 3rd person, i mean, more like in the right shoulder, like in warframe, is unconfortable for me having it on the head
1.remove crosshair
2.Make the prop color when selecting the prop such as Medical bag
"xHair"
{
"ControlName" "ImagePanel"
"fieldName" "xHair"
"xpos" "c-512"
"ypos" "c-256"
"zpos" "-3"
"wide" "1024"
"tall" "512"
"pinCorner" "0"
"visible" "1"
"enabled" "1"
"image" "hud/altcrosshair"
"scaleImage" "1"
}
1024 x 512 seems to mean 1920x1080 so adjust with that in mind.
Don't forget to adjust overlay texture size in material folder accordingly