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Structure and fields

FieldTypeComments
child hudTagDependency: weapon_hud_interface
flagsbitfield
FlagMaskComments
use parent hud flashing parameters0x1
total ammo cutoffuint16

When the reserve ammo is below this amount, flash.

loaded ammo cutoffuint16

When the ammo in the magazine is below this amount, flash.

heat cutoffuint16

When the weapon heat is above this amount, flash.

age cutoffuint16

When the weapon has aged this much (eg for plasma weapon batteries), flash.

anchorenum
OptionValueComments
top left0x0
top right0x1
bottom left0x2
bottom right0x3
center0x4
top center0x5
  • H1A only
bottom center0x6
  • H1A only
left center0x7
  • H1A only
right center0x8
  • H1A only
static elementsBlock
  • HEK max count: 16
  • Processed during compile
FieldTypeComments
state attached toenum
OptionValueComments
total ammo0x0
loaded ammo0x1
heat0x2
age0x3
secondary weapon total ammo0x4
secondary weapon loaded ammo0x5
distance to target0x6
elevation to target0x7
allowed view typeenum
OptionValueComments
any0x0
solo0x1
split screen0x2
anchor offsetPoint2DInt
FieldTypeComments
xint16
yint16
width scalefloat
  • Default: 1
height scalefloat
  • Default: 1
scaling flagsbitfield
FlagMaskComments
don't scale offset0x1
don't scale size0x2
use high res scale0x4
interface bitmapTagDependency: bitmap
default colorColorARGBInt

RGB Color with alpha, with 8-bit color depth per channel (0-255)

FieldTypeComments
alphauint8
reduint8
greenuint8
blueuint8
flashing colorColorARGBInt?
flash periodfloat
flash delayfloat
number of flashesuint16
flash flagsbitfield
FlagMaskComments
reverse default flashing colors0x1
flash lengthfloat
disabled colorColorARGBInt?
sequence indexuint16
multitexture overlaysBlock
  • HEK max count: 30
FieldTypeComments
typeint16
framebuffer blend functionenum
OptionValueComments
alpha blend0x0
multiply0x1
double multiply0x2
add0x3
subtract0x4
component min0x5
component max0x6
alpha multiply add0x7
primary anchorenum?
secondary anchorenum
OptionValueComments
texture0x0
screen0x1
tertiary anchorenum?
zero to one blend functionenum
OptionValueComments
add0x0
subtract0x1
multiply0x2
multiply2x0x3
dot0x4
one to two blend functionenum?
primary scalePoint2D
FieldTypeComments
xfloat
yfloat
secondary scalePoint2D?
tertiary scalePoint2D?
primary offsetPoint2D?
secondary offsetPoint2D?
tertiary offsetPoint2D?
primaryTagDependency: bitmap
secondaryTagDependency: bitmap
tertiaryTagDependency: bitmap
primary wrap modeenum
OptionValueComments
clamp0x0
wrap0x1
secondary wrap modeenum?
tertiary wrap modeenum?
effectorsBlock
  • HEK max count: 30
FieldTypeComments
destination typeenum
OptionValueComments
tint 0 10x0
horizontal offset0x1
vertical offset0x2
fade 0 10x3
destinationenum
OptionValueComments
geometry offset0x0
primary map0x1
secondary map0x2
tertiary map0x3
sourceenum
OptionValueComments
player pitch0x0
player pitch tangent0x1
player yaw0x2
weapon ammo total0x3
weapon ammo loaded0x4
weapon heat0x5
explicit uses low bound0x6
weapon zoom level0x7
in boundsBounds
  • Unit: source units
FieldTypeComments
minfloat
maxfloat
out boundsBounds?
  • Unit: pixels
tint color lower boundColorRGB
tint color upper boundColorRGB
periodic functionenum
OptionValueComments
one0x0
zero0x1
cosine0x2
cosine variable period0x3
diagonal wave0x4
diagonal wave variable period0x5
slide0x6
slide variable period0x7
noise0x8
jitter0x9
wander0xA
spark0xB
function periodfloat
  • Unit: seconds
function phasefloat
  • Unit: seconds
meter elementsBlock
  • HEK max count: 16
  • Processed during compile
FieldTypeComments
state attached toenum?
allowed view typeenum?
anchor offsetPoint2DInt?
width scalefloat
  • Default: 1
height scalefloat
  • Default: 1
scaling flagsbitfield?
meter bitmapTagDependency: bitmap
color at meter minimumColorARGBInt?
color at meter maximumColorARGBInt?
flash colorColorARGBInt?
empty colorColorARGBInt?
flagsbitfield
FlagMaskComments
use min max for state changes0x1
interpolate between min max flash colors as state changes0x2
interpolate color along hsv space0x4
more colors for hsv interpolation0x8
invert interpolation0x10
minimum meter valueint8
sequence indexuint16

For HUD bitmaps which are split into multiple parts or "sequences," specifies which sequence to use. 0-indexed.

alpha multiplierint8

The difference in alpha mask values from one round in an ammo meter to the next. This value times the number of rounds in the magazine cannot exceed 255.

alpha biasint8

When nonzero, offsets the starting value of alpha mask in a meter to (255-alpha bias). Can usually be left at zero or 255 minus the alpha mask of the first round.

value scaleint16
opacityfloat
translucencyfloat
disabled colorColorARGBInt?
number elementsBlock
  • HEK max count: 16
FieldTypeComments
state attached toenum?
allowed view typeenum?
anchor offsetPoint2DInt?
width scalefloat
height scalefloat
scaling flagsbitfield?
default colorColorARGBInt?
flashing colorColorARGBInt?
flash periodfloat
flash delayfloat
number of flashesuint16
flash flagsbitfield?
flash lengthfloat
disabled colorColorARGBInt?
maximum number of digitsint8
flagsbitfield
FlagMaskComments
show leading zeros0x1
only show when zoomed0x2
draw a trailing m0x4
number of fractional digitsint8
weapon specific flagsbitfield
FlagMaskComments
divide number by clip size0x1
crosshairsBlock
  • HEK max count: 19
  • Processed during compile
FieldTypeComments
crosshair typeenum
OptionValueComments
aim0x0
zoom level0x1
charge0x2
should reload0x3
flash heat0x4
flash total ammo0x5
flash battery0x6
reload overheat0x7
flash when firing and no ammo0x8
flash when throwing and no grenade0x9
low ammo and none left to reload0xA
should reload secondary trigger0xB
flash secondary total ammo0xC
flash secondary reload0xD
flash when firing secondary trigger with no ammo0xE
low secondary ammo and none left to reload0xF
primary trigger ready0x10
secondary trigger ready0x11
flash when firing with depleted battery0x12
allowed view typeenum?
crosshair bitmapTagDependency: bitmap
crosshair overlaysBlock
  • HEK max count: 16
FieldTypeComments
anchor offsetPoint2DInt?
width scalefloat
  • Default: 1
height scalefloat
  • Default: 1
scaling flagsbitfield?
default colorColorARGBInt?
flashing colorColorARGBInt?
flash periodfloat
flash delayfloat
number of flashesuint16
flash flagsbitfield?
flash lengthfloat
disabled colorColorARGBInt?
frame rateuint16
sequence indexuint16
flagsbitfield
FlagMaskComments
flashes when active0x1
not a sprite0x2
show only when zoomed0x4
show sniper data0x8
hide area outside reticle0x10
one zoom level0x20
don't show when zoomed0x40
overlay elementsBlock
  • HEK max count: 16
  • Processed during compile
FieldTypeComments
state attached toenum?
allowed view typeenum?
overlay bitmapTagDependency: bitmap
overlaysBlock
  • HEK max count: 16
FieldTypeComments
anchor offsetPoint2DInt?
width scalefloat
  • Default: 1
height scalefloat
  • Default: 1
scaling flagsbitfield?
default colorColorARGBInt?
flashing colorColorARGBInt?
flash periodfloat
flash delayfloat
number of flashesuint16
flash flagsbitfield?
flash lengthfloat
disabled colorColorARGBInt?
frame rateuint16
sequence indexuint16
typebitfield
FlagMaskComments
show on flashing0x1
show on empty0x2
show on reload overheating0x4
show on default0x8
show always0x10
flagsbitfield
FlagMaskComments
flashes when active0x1
crosshair typesbitfield
  • Cache only
FlagMaskComments
aim0x1
zoom level0x2
charge0x4
should reload0x8
flash heat0x10
flash total ammo0x20
flash battery0x40
reload overheat0x80
flash when firing and no ammo0x100
flash when throwing and no grenade0x200
low ammo and none left to reload0x400
should reload secondary trigger0x800
flash secondary total ammo0x1000
flash secondary reload0x2000
flash when firing secondary trigger with no ammo0x4000
low secondary ammo and none left to reload0x8000
primary trigger ready0x10000
secondary trigger ready0x20000
flash when firing with depleted battery0x40000
screen effectBlock
  • HEK max count: 1
FieldTypeComments
mask flagsbitfield
FlagMaskComments
only when zoomed0x1
mask fullscreenTagDependency: bitmap
mask splitscreenTagDependency: bitmap
convolution flagsbitfield?
convolution fov in boundsBounds
FieldTypeComments
minfloat
maxfloat
convolution radius out boundsBounds?
  • Unit: pixels
even more flagsbitfield
FlagMaskComments
only when zoomed0x1
connect to flashlight0x2
masked0x4
night vision script sourceint16
night vision intensityfloat
  • Min: 0
  • Max: 1
desaturation flagsbitfield
FlagMaskComments
only when zoomed0x1
connect to flashlight0x2
additive0x4
masked0x8
desaturation script sourceint16
desaturation intensityfloat
  • Min: 0
  • Max: 1
effect tintColorRGB
sequence indexuint16
width offsetint16
offset from reference cornerPoint2DInt?
override icon colorColorARGBInt?
frame rateint8
more flagsbitfield
FlagMaskComments
use text from string list instead0x1
override default color0x2
width offset is absolute icon width0x4
text indexuint16

Acknowledgements

Thanks to the following individuals for their research or contributions to this topic:

  • Kavawuvi (Invader tag definitions)
  • MosesOfEgypt (Tag structure research)