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By: Seven
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.
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.
These are the settings I use:
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
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.
Nobody joined, it was a private online game with bots only on Mallcrasher Death Wish.
Yeah, that was causing it. Solved the issue. Thanks.
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.
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.
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.
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