View Poll Results: What do you think about having more advanced HUD indicators?

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  • I like the idea and agree with the thread.

    92 79.31%
  • HUD should have more options for advanced users.

    52 44.83%
  • I don't care or don't like change.

    1 0.86%
  • What is HUD?/I don't know how to use it.

    4 3.45%
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Thread: Advanced HUD Indicator

  1. #1
    Wirererer Generic Default is on a distinguished road Generic Default's Avatar
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    Default Advanced HUD Indicator

    It would be nice to have a HUD indicator with more options. If it's possible it would be cool to have inputs to control the position of the indicator on your HUD with X/Y percentages of the screen(50 would be in the middle of your screen, so inputs of 50 and 50 would make the indicator appear in the middle of your screen). Maybe more options for the type of indicator like symbols and crosshairs. I just think that having advanced HUD is important for some types of vehicles and stuff. Wouldn't it be awesome if you had a green box around targets while you gun them down in a helicopter? There hasn't really been an update for HUD for a long time and there aren't too many people that use it anymore.

    Please post your opinion or any suggestions you would like. I REALLY want to see some improvements in HUD so tell us what you think!
    Last edited by Generic Default; 08-03-2008 at 09:56 PM.
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  2. #2
    Lurker Synchro is an unknown quantity at this point Synchro's Avatar
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    Default Re: Advanced HUD Indicator

    YES! I agree with this, this would make building flying vehicles even more challenging/fun, even to ride them.
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  3. #3
    Wirererer Generic Default is on a distinguished road Generic Default's Avatar
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    Default Re: Advanced HUD Indicator

    Yay! Somebody who agrees! Anybody who's played BF2 knows how much fun it is to have targetting HUD and aimers. It makes it cooler when you build the vehicle. So far heres a list of stuff I would put in vehicles if i had better HUD:

    Artificial horizon
    Targeting Crosshairs
    Lock-On Warning
    Damage Indicator

    What can you think of?
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  4. #4
    Wire Sofaking moggie100 will become famous soon enough moggie100's Avatar
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    Default Re: Advanced HUD Indicator

    I'll have a go at this, it'll be a good way for me to get to grips with Gmod Lua and HUD stuff.

    Dont expect this to be done soon though... as I'll be learning as I go along.

    Wanted Features:
    * Basic shapes (circle, rectangle, line, etc)
    * Positioning of elements
    * Text output
    * Simple scripting? (for percentage bars, etc.)


    Anything else?

    (Cant promise to implement them, but I'll try!)
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  5. #5
    Wirererer Generic Default is on a distinguished road Generic Default's Avatar
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    Default Re: Advanced HUD Indicator

    Thanks for doing this, but don't make an entirely new HUD indicator, if you can just edit the old one so it has all the features of the old one and the new things too. The old HUD already has percentage bars and stuff.

    Shapes-Triangle, Square, Octagon, and simple things like lines with a set length and size. Also, if you can, make an option to set the shapes so they aren't solid but instead hollow with the perimeter made of lines.
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  6. #6
    Wire Sofaking moggie100 will become famous soon enough moggie100's Avatar
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    Default Re: Advanced HUD Indicator

    I'll probably clone the old one, so that it wont conflict with the SVN trunk copy.
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  7. #7
    Wirererer Generic Default is on a distinguished road Generic Default's Avatar
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    Default Re: Advanced HUD Indicator

    I know this has nothing to do with the thread but now that somebody is listening how hard do you think it would be to do this?

    Pod Controller view-lock and mouse X/Y outputs.
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  8. #8
    Lurker Synchro is an unknown quantity at this point Synchro's Avatar
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    Default Re: Advanced HUD Indicator

    The ability to have a dot of any color selected in the tool show up on the hud indicator, which kind of shows up at a set X Y Z coordinates on the world. but it has to look like it's directly on the screen.

    So you could like wire up a beacon sensor, and if you see a green dot on your screen, which points at a house, that's probably the target the beacon sensor is targeting.
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  9. #9
    Wire Sofaking moggie100 will become famous soon enough moggie100's Avatar
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    Default Re: Advanced HUD Indicator

    Already thought of that :P Although I have no idea how hard it is to get screen coordinates of a 3d position in Lua :/

    Bear in mind that I'm a relative newbie to Lua (although rather experienced at programming in general) so at the moment, I'm just finding my way around gmod's Lua.


    -=Update=-

    I'm working on just getting the positions for the indicators working via wire inputs... I'll let you know how it goes later on...
    Last edited by moggie100; 08-07-2008 at 09:16 AM. Reason: Update
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  10. #10
    Wirererer Generic Default is on a distinguished road Generic Default's Avatar
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    Default Re: Advanced HUD Indicator

    Quote Originally Posted by Synchro View Post
    The ability to have a dot of any color selected in the tool show up on the hud indicator, which kind of shows up at a set X Y Z coordinates on the world. but it has to look like it's directly on the screen.

    So you could like wire up a beacon sensor, and if you see a green dot on your screen, which points at a house, that's probably the target the beacon sensor is targeting.

    I think I know how! Lightdemon figured out a way to get a beam using pitch/yaw from a camera's position to get the XYZ of where the camera is looking.

    Maybe you could do that but have the beam only be 1 unit long and only be visible to the person in the seat? Also make the beam have the color of the HUD. That way it would appear as a dot on the players screen. Heres a picture of my current HUD system using a ranger. This one is pointing to a tank in the distance.
    Attached Images
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