Open aschaeffer opened 8 years ago
This is how it could look like:
This would be a great addition, but first we need to settle what HUD elements we want, besides the usual (Health, armor, map, etc) and edithud elements.
Since gridster
is the most well-known, documented and maintained of the above, probably best would be to focus on that.
The following elements should be backported from sauer:
Each elements should be drag & drop with gridster, and as well have a small option set (just checkboxes literally), what to display exactly.
"log" == web based console? --> see #386
@aschaeffer quiet alrighty @IAmNotHanni wanted to dig into this since it's a thing that one can do really nicely independant
The web console is a separate component and isn't part of this issue.
@aschaeffer when designing a crosshair there are many aspects to take into account.
About the non-editmode crosshair: Are there different crosshairs for different weapons? Kill feedback (Related to #91 ) - we could flash the crosshair red on kill. All other attributes like size would go into the widget settings object.
Your thoughts? We do not have to decide on the weapons specific stuff yet, but having the possibility would be nice.
What's a HUD?
What is not part of the HUD?
The following components are not part of the head up display and should be developed and discussed separately:
Features
The following characteristics must be considered when developing a HUD:
/hidehud 0
and/hidehud 1
Grid Technology
Declarative Widgets
${inexor.tree.instances.31416.gamestate.player1.frags}
Metrics
The following table illustrates which data is available in HUD renderer.
Widgets
This list should give you an idea which widgets should be developed:
Data