Guis/hud.GUI
From modwiki
HUD is an acronym for Heads-Up Display. It's the overlay that stands on top of the level render, showing useful information such as the player health, ammo, crosshair, etc. In the Doom 3 engine, the singleplayer HUD is a standard GUI with properties and events of its own - also one of the most complex GUI scripts in the game.[edit]
Additional parameters
Additional parameters are like variables, accessible to each specific scope - different GUI scopes have different parameters available. These parameters can be accessed by a GUI script using the gui::parametername syntax - as an item property value or by doing comparisons using the if...else command, for example.
- g_showProjectilePct
- Boolean; determines whether projectpct should be shown. (Not working?)
- itemicon
- itemtext1
- String; text description of the last items the player has picked up. Eventually they scroll and fade away.
- itemtext2
- Same as itemtext1, but a different item in the queue.
- itemtext3
- Same as itemtext1, but a different item in the queue.
- itemtext4
- Same as itemtext1, but a different item in the queue.
- itemtext5
- Same as itemtext1, but a different item in the queue.
- location
- String; the location the player is at (shown on the bottom of the HUD).
- message
- newweapon
- Integer; the number of the weapon that the player has recently picked up, starting at 1.
- npc
- String; the name of the non-player character the player currently has his crosshair at.
- objectivetext
- objectivetitle
- pda_security
- String; the security level of the new PDA that the player has picked up.
- pda_text
- String; name of the new PDA that the player has picked up.
- player_air
- Integer; the ammount of air the player has on his lungs, from 0 (dying) to 100 (standard).
- player_allammo
- String; displays both clip and extra ammo. (ex. Shotgun with 5 in clip and 8 extra returns "5/8").
- player_ammo
- Integer; the amount of ammo in the clip for the currently selected weapon.
- player_ammo_empty
- Boolean; 0 if current weapon still has ammo, 1 if current weapon is out of ammo.
- player_armor
- Integer; the amount of armor the player has, from 0 to 125.
- player_clip_empty
- Boolean; 0 if clip in current weapon still has ammo, 1 if clip in current weapon is empty.
- player_clip_low
- Boolean; 0 if clip has plenty of ammo, 1 if clip is low on ammo.
- player_clips
- Integer; the number of full clips remaining for the current weapon (including the current clip if it is full).
- player_health
- Integer; the amount of health the player has, from 0 to 100.
- player_hr(heartrate)
- player_nostamina
- Boolean; 0 if stamina works normally, or 1 if there's no stamina limit (ie, Hell on Doom 3).
- player_stamina
- Integer; the amount of stamina the player has, from 0 to 100.
- player_totalammo
- Integer; the amount of ammo available for the current weapon (does not include ammo in clip).
- projectilepct
- String; Displays hit percentage. (ex. "Hit % 0.0")
- s_debug
- screenshot
- tip
- tiptitle
- viewcomments
- weapon0
- Integer; indicates whether the player has this weapon or not (0 means he doesn't; 1 means he has it, but it's not selected; 2 means he has it and it's the selected weapon).
- weapon1
- The same as weapon0.
- weapon2
- The same as weapon0.
- weapon3
- The same as weapon0.
- weapon4
- The same as weapon0.
- weapon5
- The same as weapon0.
- weapon6
- The same as weapon0.
- weapon7
- The same as weapon0.
- weapon8
- The same as weapon0.
- weapon9
- The same as weapon0.
- weapon10
- The same as weapon0.
- weapon11
- The same as weapon0.
[edit]
Named events
Named events are used to trigger custom events inside the GUI code. By creating onNamedEvent blocks inside a GUI script, you can have a set of GUI commands ran when certain conditions are met. Again, each of these named events are specific to this GUI scope and aren't usually available elsewhere.
- Air
- HideNPC
- ShowNPC
- ammoPulse
- armorPulse
- audioLogDown
- audioLogUp
- closeObjective
- emailPickup
- healthPulse
- hideViewComments
- invPickup
- itemPickup1
- itemPickup2
- itemPickup3
- itemPickup4
- itemPickup5
- newObjective
- newObjectiveComplete
- newWeapon
- Triggered when a new weapon is picked up (its value is stored on the newweapon parameter).
- noAir
- pdaPickup
- pdaPickupHide
- radioChatterDown
- radioChatterUp
- securityPickup
- showViewComments
- soulCubeNotReady
- soulCubeReady
- tipLeftWindowUp
- tipWindowDown
- tipWindowUp
- updateAmmo
- updateArmorHealthAir
- Triggered every frame.
- videoPickup
- videoPickupHide
- weaponChange
- weaponPulse
- Message

