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Hypnootize edited this page Nov 2, 2023 · 5 revisions

FLOATING DAMAGE NUMBERS

For floating damage is intended the damage numbers that appear above the enemy head

Floating Damage Style

All the shown styles can be applied directly in the customization menu, as of now m0rehud offers some different damage numbers styles including three different sizes and the possibility to remove the - sign for a cleaner look! .

Floating Damage Color

m0rehud features 19 different present colors for damage numbers, you can choose the wanted color from the customization menu. If the color shade you are looking for isn't present in the menu you can choose to manually edit the color by using the following commands in console:

hud_combattext_red

hud_combattext_green

hud_combattext_blue

along each one of these commands you can add a value between 0 and 255

for example hud_combattext_red 255; hud_combattext_green 255; hud_combattext_blue 255 will result in white damage numbers

Extra Commands

hud_combattext can be used to enable and disable the floating damage numbers

hud_combattext_batching when set to 1 stacks up the damage done in a certain window, very useful for classes like pyro where instead of showing many damage values it will only show the sum of all the damage done in a set time frame

hud_combattext_batching_window can be used to control the time frame in which hud_combattext_batching is active, can go from 0.1 to 2 seconds

Floating Damage Transparency

In the customization menu under the DAMAGE section it's also possible to adjust the damage transparency, it's possible to choose between a fully solid and a more transparent preset. However the value can also be edited manually inside Resource/UI/Customizations/Damage/HudDamageAccount_Transparent.res it can go from "255" being fully solid to "0" fully transparent.

STATIC DAMAGE NUMBERS

Also known as Last Damage Done, is an extra display of the damage done that can be used along side the floating numbers. As shown in the picture, a couple of different styles can be selected which will display the damage above the health, ammo, or in the center of the screen.

When enabled the color of the static damage numbers can be changed from it's dedicated area under the color customization section

DAMAGE INDICATORS

The damage indicators are displayed when damage is taken from an enemy and they can be edited in style and size, you can choose to make the bigger, smaller and turn them off entirely from the customizations menu.

If you wish to manually resize them it can be done from m0rehud/Scripts/Layouts/Layout_m0re.res > "HudDamageIndicator" Here is quick run down on what each setting does:

"StartRadius" Initial position where the indicator is displayed, the lower the value to closer to the crosshair it will be

"EndRadius" Final position where the indicator is displayed, the lower the value to closer to the crosshair it will be

"MinimumWidth" Smaller possible width of the indicator, this will be used when minimum damage is taken

"MaximumWidth" Biggest possible width of the indicator, this will be used when maximum damage is taken

"MinimumHeight" Smaller possible height of the indicator, this will be used when minimum damage is taken

"MaximumHeight" Biggest possible height of the indicator, this will be used when maximum damage is taken

"MinimumTime" Shortest possible time the indicator will stay on screen, this will be used when minimum damage is taken

"MaximumTime" Longest possible time the indicator will stay on screen, this will be used when maximum damage is taken

"MaximumDamage" The amount of damage needed to display the largest possible indicator

"TravelTime" The time it takes the indicator to travel from "StartRadius" to "EndRadius"

"FadeOutPercentage" Time on screen

HEALING NUMBERS

This is the positive damage that, for, example, appears when an arrow is hit on a teammate as medic. It uses the same font as the normal damage numbers and it will be green by default, if you wish to change it's color you can do so by editing the color of "Heal_Numbers" inside m0rehud/Resource/Scheme/Colors_Scheme.res