Space Engineers

Space Engineers

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HudLcd - Display your LCD text on your HUD!
 
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Type: Mod
Mod category: Script
File Size
Posted
Updated
0.121 MB
Apr 22 @ 1:46pm
May 1 @ 11:57am
11 Change Notes ( view )

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HudLcd - Display your LCD text on your HUD!

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Description
HudLcd displays the Text of a selected LCD on your HUD!

Now with multiple LCDs, and lots of colour options!

This Mod is written with little C# experience (mainly C++, Java) and I haven't had the time to do extensive Bug tests. (I will Hotfix as soon as bugs come to my attention.)

Requires the Text HUD API!

Features:
- Display multiple LCDs on your HUD
- Configure Position, Scaling and Colour!

ToDo:
- figure out how to make Text HUD API use custom Fonts (not a Monofont version; this helps display Automatic LCDs Scripts/etc)

How do I display my LCD?

To display an LCD on your HUD either tag the LCD Title or the LCD custom Data (Not the Name) with "hudlcd". The LCD has to be on the same grid you are controling! (Not connected via landing gear or connectors). Controling a grid means you are sitting in a cockpit, remote controling or viewing through a camera.

If you want to adjust the positioning, scale or colour of the LCD Text on your HUD put the following format into a new line:

Format:

hudlcd:PosX:PosY:Scale:Colour

If you want to use the default value of any of the Parameters just leave it blank.
(Only changing the colour would look like so = hudlcd::::Red , Only changing the position = hudlcd:-1:1 )

Posx/PosY
The middle of your screen is 0:0.
PosX adjusts the vertical alignment, PosY the horizontal.
Both values have to be between -1 and 1.
PosX: 1 is the right of the screen, -1 is the left.
PosY: 1 is the top of the screen, -1 is the bottom.
(Example: Top-Left = hudlcd:-1:1 , Default = hudlcd:-0.98:-0.2 (this places the text over your left HUD elements as seen in the first screenshot))

Scale
The default scaling is 0.8
1 is normal size
2 is double size
0.5 is half size

You can flip the Text on it's head by making this value negative, ¯\_(ツ)_/¯

Colour
By default HudLcd will try and get the Font Colour of the LCD Panel.
If you don't like that then you have several options of changing this:
The following formats work for the Colour option:
{Colourname}
(Example: "red", "green", "blue" (the full list of colours is down below))
r,g,b or r,g,b,a where r = red [0-255], b = blue [0-255], g = green [0-255], a = alpha [0-255]
(Example: "hudlcd::::255,0,255" which should be pink, or "hudlcd::::255,255,255,150" which should be white with reduced alpha)

At any point in the Text of your LCD you can use the tag <color={Colour as described above}> to change the text following the tag.

Footnotes
Featured in the Screenshot: Automatic LCDs 2
Thanks to Cheetah for suggesting to hook the mod into the LCD Panels instead of using the ControlledEntityChanged Event.

All Colours supported by the Text HUD API:
aliceblue ,antiquewhite ,aqua ,aquamarine ,azure ,badetblue ,beige ,bisque ,black ,blanchedalmond ,blue ,blueviolet ,brown ,burlywood ,chartreuse ,chocolate ,coral ,cornflowerblue ,cornsilk ,crimson ,cyan ,darkblue ,darkcyan ,darkgoldenrod ,darkgray ,darkgreen ,darkkhaki ,darkmagenta ,darkoliveGreen ,darkorange ,darkorchid ,darkred ,darksalmon ,darkseagreen ,darkslateblue ,darkslategray ,darkturquoise ,darkviolet ,deeppink ,deepskyblue ,dimgray ,dodgerblue ,doneydew ,firebrick ,floralwhite ,forestgreen ,fuchsia ,gainsboro ,ghostwhite ,gold ,goldenrod ,gray ,green ,greenyellow ,hotpink ,indianred ,indigo ,ivory ,khaki ,lavender ,lavenderblush ,lawngreen ,lemonchiffon ,lightblue ,lightcoral ,lightcyan ,lightgoldenrodyellow ,lightgray ,lightgreen ,lightpink ,lightsalmon ,lightseagreen ,lightskyblue ,lightslategray ,lightsteelblue ,lightyellow ,lime ,limegreen ,linen ,magenta ,maroon ,mediumaquamarine ,mediumblue ,mediumorchid ,mediumpurple ,mediumseagreen ,mediumslateblue ,mediumspringgreen ,mediumturquoise ,mediumvioletred ,midnightblue ,mintcream ,mistyrose ,moccasin ,navajowhite ,navy ,oldlace ,olive ,olivedrab ,orange ,orangered ,orchid ,palegoldenrod ,palegreen ,paleturquoise ,palevioletred ,papayawhip ,peachpuff ,peru ,pink ,plum ,powderblue ,purple ,red ,rosybrown ,royalblue ,saddlebrown ,salmon ,sandybrown ,seagreen ,seashell ,sienna ,silver ,skyblue ,slateblue ,slategray ,snow ,springgreen ,steelblue ,tan ,teal ,thistle ,tomato ,turquoise ,violet ,wheat ,white ,whitesmoke ,yellow ,yellowgreen
Popular Discussions View All (1)
25
Jun 6 @ 12:39pm
PINNED: What to check if it's not working.
Jawastew
< >
36 Comments
DraygoKorvan Jul 11 @ 8:17pm 
I'm waiting for keen to fully support UV maps before allowing the Text HUD API to use modded fonts.
Whiplash141 Jul 7 @ 4:23pm 
"Is there a reason that Whips Artificial Horizen scirpt doesnt work with this?"
Turns out that this doesnt support monospace pixels :(
Booker DeWitt Jun 18 @ 1:32pm 
Also, for some reason, the LCD being displayed on the hud is stretching accross the whole screan. Is there a way to fix that?
Booker DeWitt Jun 18 @ 1:06pm 
Is there a reason that Whips Artificial Horizen scirpt doesnt work with this?
radar May 28 @ 6:22am 
Finally! Christmas in space. Thank you!
Jawastew  [author] May 11 @ 12:12pm 
Yes it does! That was the whole Idea for the mod!
Kuno May 11 @ 7:16am 
I read the Desc Multiple times but i am not sure,
Does it supports Scrips now?
kaylo7 Apr 30 @ 1:28pm 
*Places a radioactive planet with an automated shipyard pumping out degrading blocks for Rexxar to play with as a distraction*
Jawastew  [author] Apr 30 @ 12:17pm 
Oh deer :o
rexxar Apr 30 @ 9:35am 
Rexxar yes!