Do to how 76 works HUD mods will be incompatible with each other unless you use a mod like Text Chat or one of Ms.Zelias that have a dedicated HuD loader system.
If your not using a Mod with a HuD loader you would need to make a compatibility patch or wait til HuD editor gets a HuD Loader.
It doesn't work with hudloader (or I'm doing it wrong) I use Hudeditor but also buffmeter, statsmeter and a few others (using hudmodloader.ini to arrange load order)
If I load it (the mod) last then it works but none of the other hud mods work, if I load it earlier & add it to hudmodloader.ini it doesn't seem to do anything
Ah, yeah. Didnt look at the code when I first commented.
Only mods that work with HuD loaders are HuD mods that edit the main swf via a side loaded asset. This mod raw edits the HuD so you would need to make a patch per mod or re-do how the mod loads.
Would you mind telling me how to make a compatibility patch for HudEditor? Do I just rid my mod's hudmenu.swf of everything that it doesn't modify and have people load it last?
So I cant really comment on compatibility patch making. I both am just starting my swf editing journey much like yourself and making a patch involves talking to the author of the mod your conflicting with and finding ways to make your code follow thru one or the other.
However if your looking to make your mod work with mod loaders, that would require a redesign. I am going to use HUDEdtior as a example since the code is open source and the creator is fine with code redistribution with open source permissions and credit given to the author, Annorexorcist.
Now if you crack open HudEditor you will notice that the ba2 contains not just the hudmenu.swf but also a sfw file with the mods name attached. What mods like HUDEditor do is instead of raw editing the hud with all their changes they add a small bit of code at the start of the HUD Menu Block like so:
Now the error catch part of this code is referencing a debug function Hudeditor has but thats not the main point. The main point is all the code does is tell the game to load "HUDEditor.swf" when the game loads the hud menu.
If you crack open "HUDEditor.swf" you will see that it has a few custom code blocks. The primary one starts with
public class HUDEditor extends MovieClip { This tells the game to import all the listed flash utilities then attach the HUDeditor code block to MovieClip. Since the code is called when the HUD swf is loaded it attaches onto that movie clip. And presto now HUDEditor can edit the hud menu without raw editing the Hud. If the user uses a mod with a mod loader like I listed above they can just add "HUDEditor.swf" to the mod loaders load order and it will dynamically load it along with whatever other mods they have.
17 comments
Would it be possible to get the color changed only for those numbers?
Dunno if possible though.
It does (obviously) conflict with other mods I use ...
Segmented Health Bar in my case ...
Is there any way you add this to your mod?
If your not using a Mod with a HuD loader you would need to make a compatibility patch or wait til HuD editor gets a HuD Loader.
If I load it (the mod) last then it works but none of the other hud mods work, if I load it earlier & add it to hudmodloader.ini it doesn't seem to do anything
Only mods that work with HuD loaders are HuD mods that edit the main swf via a side loaded asset. This mod raw edits the HuD so you would need to make a patch per mod or re-do how the mod loads.
I both am just starting my swf editing journey much like yourself and making a patch involves talking to the author of the mod your conflicting with and finding ways to make your code follow thru one or the other.
However if your looking to make your mod work with mod loaders, that would require a redesign.
I am going to use HUDEdtior as a example since the code is open source and the creator is fine with code redistribution with open source permissions and credit given to the author, Annorexorcist.
Now if you crack open HudEditor you will notice that the ba2 contains not just the hudmenu.swf but also a sfw file with the mods name attached.
What mods like HUDEditor do is instead of raw editing the hud with all their changes they add a small bit of code at the start of the HUD Menu Block like so:
public var HELoader:Loader;
private function loadExternalMods() : *
{
this.HELoader = new Loader();
addChild(this.HELoader);
try
{
this.HELoader.load(new URLRequest("HUDEditor.swf"),new LoaderContext(false,ApplicationDomain.currentDomain));
this.HELoader.uncaughtErrorEvents.addEventListener(UncaughtErrorEvent.UNCAUGHT_ERROR,this.uncaughtErrorHandler);
}
catch(e:Error)
{
this.displayError("ERROR" + e.toString());
}
Now the error catch part of this code is referencing a debug function Hudeditor has but thats not the main point.
The main point is all the code does is tell the game to load "HUDEditor.swf" when the game loads the hud menu.
If you crack open "HUDEditor.swf" you will see that it has a few custom code blocks.
The primary one starts with
package
{
import Shared.AS3.Data.*;
import Shared.GlobalFunc;
import flash.display.*;
import flash.events.*;
import flash.filters.*;
import flash.geom.*;
import flash.net.*;
import flash.text.*;
import flash.utils.*;
import scaleform.gfx.*;
public class HUDEditor extends MovieClip
{
This tells the game to import all the listed flash utilities then attach the HUDeditor code block to MovieClip. Since the code is called when the HUD swf is loaded it attaches onto that movie clip. And presto now HUDEditor can edit the hud menu without raw editing the Hud.
If the user uses a mod with a mod loader like I listed above they can just add "HUDEditor.swf" to the mod loaders load order and it will dynamically load it along with whatever other mods they have.