PAYDAY 2

PAYDAY 2

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Valian Jun 11, 2016 @ 7:03am
[HUD][BLT] HUD panel list
Hello everyone, I'm searching for HUD panel list, I used it last year but now i can't find a single direct link, I've found that it is used in WolfHud, but it gave me some problems with my "toaster".

Thanks.
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[PHC-MC]Toby Jun 11, 2016 @ 9:19pm 
Originally posted by DOY:
https://bitbucket.org/pjal3urb/hudlist/src
By: Seven
Is this updated for newest buffs?
Seven Jun 11, 2016 @ 9:32pm 
Originally posted by =T$ETag=MC=Mark Hellsing:
Is this updated for newest buffs?

For the most part. I'm at the point where I have to choose between displaying buffs as they should work or displaying them as they actually work, and between being busy with other things and waiting to see if Overkill has any intention of actually fixing it, I'm in a holding pattern.

I'm open to suggestions about the visual aspects though, there are some icons that needs replacing and such. And of course if there's any buffs or such that I missed or that are not working correctly.
Jun 12, 2016 @ 5:16am 
Originally posted by Seven:
Originally posted by =T$ETag=MC=Mark Hellsing:
Is this updated for newest buffs?

For the most part. I'm at the point where I have to choose between displaying buffs as they should work or displaying them as they actually work, and between being busy with other things and waiting to see if Overkill has any intention of actually fixing it, I'm in a holding pattern.

I'm open to suggestions about the visual aspects though, there are some icons that needs replacing and such. And of course if there's any buffs or such that I missed or that are not working correctly.

Just want to say thanks for keeping the mod up-to-date. There are a few things I noticed with the new skills version:

1.) There doesn't seem to be a buff for showing melee charge.
2.) It appears that setting "show_enemies" to false also disables hostages and dominated cops from showing up.
3.) I would personally prefer all the buffs except charge ones (like melee) to get their timers inverted. That way, for example, the infiltrator melee health gain cooldown would be more visible as a cooldown in my opinion.
4.) When I was playing on Hoxton Revenge, the turret van arrived and during it's arrival it showed up as a sentry on the upper left corner, where the other deployables are. The sentry vanished from the HUD after it was set-up.
Seven Jun 12, 2016 @ 2:56pm 
1) I removed it. It can be added again pretty easily, all the data needed is there, but you're the first person to express any interest in having one. I'll put it back in along with reload timers and interactions and leave them disabled by default.
2) It's working for me. What other settings do you have for units? Might be some combination that breaks it, though I don't see how.
3) You want the timer to fill rather than shrink? A bit too reliant on preference for my taste, but if you want to, you can manually add the line "invert_timers = true," (or change it to false/remove the line if it's there) to all the buffs in the HUDList.BuffItemBase.MAP table to make them behave as you want.
4) Okay, that's a new one. I know what the problem is, it was just easier to handle that way. I can take a look at alternative ways to deal with it but it's rather low priority if it works otherwise.
Jun 12, 2016 @ 3:55pm 
Originally posted by Seven:
2) It's working for me. What other settings do you have for units? Might be some combination that breaks it, though I don't see how.

These are the settings I use:

HUDListManager.ListOptions = { --General settings right_list_height_offset = 0, --Margin from top for the right list right_list_scale = 1, --Size scale of right list left_list_height_offset = 0, --Margin from top for the left list left_list_scale = 1, --Size scale of left list buff_list_height_offset = 0, --Margin from bottom for the buff list buff_list_scale = 0.9, --Size scale of buff list --Left side list show_timers = true, show_equipment = false, show_sentries = true, hide_empty_sentries = true, show_ecms = true, show_ecm_retrigger = true, show_minions = true, show_pagers = true, show_tape_loop = true, --Right side list show_enemies = false, aggregate_enemies = false, show_turrets = false, show_civilians = true, show_hostages = true, show_minion_count = false, show_pager_count = true, show_loot = false, aggregate_loot = false, separate_bagged_loot = true, show_special_pickups = true, --Buff list show_buffs = true }
Seven Jun 12, 2016 @ 4:40pm 
Yeah, you're right. It was a problem with a dirty workaround that I apparently didn't test properly that I've been meaning to change anyway but haven't gotten around to. I made a quick fix for it that should hopefully work, and also added in timers for reload, interaction and melee charge since I had already implemented the logic for them anyway. It's in the repo.
Jun 12, 2016 @ 7:04pm 
Originally posted by Seven:
Yeah, you're right. It was a problem with a dirty workaround that I apparently didn't test properly that I've been meaning to change anyway but haven't gotten around to. I made a quick fix for it that should hopefully work, and also added in timers for reload, interaction and melee charge since I had already implemented the logic for them anyway. It's in the repo.

1.) Somehow, bots and other players can trigger the anarchist on hit armor regeneration timer. Doesn't appear to give any armor though.

2.) It seems like certain timers can bug out. I had it happen with the anarchist armor regeneration timer, started delayed and ended abruptly. No idea what causes that to happen.

3.) The armor break invulnerability and uppers revival cooldown timer appear two times.

Also, a rather small visual request, if possible: Can you add a flashing/blinking effect to the melee charge timer when it is full charged like in the pre-U100 version?

Video showing issue 1.) and 2.):
https://www.youtube.com/watch?v=4Mqcrh2JlZY&feature=youtu.be
Screenshot showing issue 3.):
http://steamcommunity.com/sharedfiles/filedetails/?id=702775734
Last edited by ; Jun 13, 2016 @ 5:18am
Seven Jun 13, 2016 @ 5:15am 
1) Not sure if I forgot to add a line or if Overkill originally did and I just went with it, but it's fixed now.
2) I have noticed this for the inspire timer as well, but can't find the cause. It must be some specific event that triggers it and makes the timer values upset. Did someone join mid-heist so you got the loading pause? That's the one thing I've thought about but haven't been able to check properly.
3) You wouldn't happen to have enabled the "armor_break_invulnerable_debuff" by removing or setting the ignore flag to false, would you? The buff is a composite one, meaning it will show both its buff and its debuff duration as a single icon which is why the debuff is set to ignore by default.

I could add the flashing back in, but if I do I'd like to do some restructuring first, so don't expect it soon. Meanwhile, the timer should go away when it's filled which could serve as an indicator.
Jun 13, 2016 @ 5:54am 
Originally posted by Seven:
2) I have noticed this for the inspire timer as well, but can't find the cause. It must be some specific event that triggers it and makes the timer values upset. Did someone join mid-heist so you got the loading pause? That's the one thing I've thought about but haven't been able to check properly.

Nobody joined, it was a private online game with bots only on Mallcrasher Death Wish.

Originally posted by Seven:
3) You wouldn't happen to have enabled the "armor_break_invulnerable_debuff" by removing or setting the ignore flag to false, would you? The buff is a composite one, meaning it will show both its buff and its debuff duration as a single icon which is why the debuff is set to ignore by default.

Yeah, that was causing it. Solved the issue. Thanks.

Originally posted by Seven:
I could add the flashing back in, but if I do I'd like to do some restructuring first, so don't expect it soon.

Sure, it isn't anything major after all.

If I find more potential issues, I'll post them here. And thanks once again for taking your time. Can't say that often enough.
Jun 13, 2016 @ 7:07am 
Since the recent update, something changed visually regarding composite buffs. When one of the timers is finished, it becomes a permanent timer until the other one is finished. Is that intended?

Had this happen with the armor invulnerability buff duration and cooldown:
http://steamcommunity.com/sharedfiles/filedetails/?id=703011700

Also, could you take a look at the Combat Medic skill timer and see if it works properly? When I enabled it, the timer activated when I was revived. According to the ingame description, it gives 30% damage reduction only both after and during reviving another player, not when getting revived by someone else.
Seven Jun 13, 2016 @ 8:17am 
I haven't changed anything about the timers. For composite buffs and anything that has multiple timers running, it should only show the longest and shortest durations and expired timers should be removed. Did you invert them or keep them as they were?

The combat medic buff is activated when you are revived as well, so the description is wrong in that particular case. You may also note that reviving someone and then instantly start a revive interaction on someone else will show you two combat medic buffs, which is simply because they are separate buffs that stack.
Jun 13, 2016 @ 8:45am 
Originally posted by Seven:
I haven't changed anything about the timers. For composite buffs and anything that has multiple timers running, it should only show the longest and shortest durations and expired timers should be removed. Did you invert them or keep them as they were?

The combat medic buff is activated when you are revived as well, so the description is wrong in that particular case. You may also note that reviving someone and then instantly start a revive interaction on someone else will show you two combat medic buffs, which is simply because they are separate buffs that stack.

Yeah, I did invert them. Setting invert_timers to false fixes it. Any way to get "compatibility" with inverted timers? You can give yourself time with it, as it's nothing major.

And thanks for explaining me how Combat Medic works. It's a mess, the skill descriptions are incorrect in many cases, and some skills don't even work properly.
Kill Rhythm Jun 19, 2016 @ 5:01am 
Does anyone know how to hide the vanilla hostage counter while using this? I used to have a small script (probably one that Seven posted somewhere) that would do it, but I lost it.
moe Jun 21, 2016 @ 6:39pm 
Hey guys!

I have used this HUD last year and it was great, so I decided you come back and use it again, but I have a problem:
The vanilla HUD overlaps with this HUD. Is there a way to disable the vanilla HUD, did I miss anything like an option, or what's up with that? I'm asking since you guys don't seem to have a problem with that.

Thanks!

Edit: Haha, just like Kill Rhythms problem :3
Last edited by moe; Jun 21, 2016 @ 6:40pm
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Date Posted: Jun 11, 2016 @ 7:03am
Posts: 58