hud.setField 6
Creates a custom field on the bar, or updates it if a field with the same id already exists. Fields are drawn in creation order, so the first setField call for a given id decides its position.
Return value
| Return Type | Description |
|---|---|
| void | This function doesn't return anything |
Parameters
| Parameter | Type | Description |
|---|---|---|
| 1 | string | Identifier of the field. Reuse the same id to update a field you already created. |
| 2 | string | Name of the sprite to show next to the value, taken from the ItemsDatabase. Pass an empty string for a text-only field. |
| 3 | string | The text to display, already formatted. Numbers must be converted to string first. |
Examples
Custom conquer bar
-- Replace the vanilla conquer bar with two fields of our own.
-- Runs on every client: no network sync needed.
hud.setVanillaBar(false) -- hide flags, tickets and capture squares
hud.setPhases(false) -- this mission does not advance through phases
local wave = 1
local left = 12
local function refresh()
hud.setField("wave", "hud_icon_wave", "Wave " .. wave)
hud.setField("enemies", "hud_icon_enemy", tostring(left))
-- keep the counter from making the bar jump as digits change
hud.setFieldWidth("enemies", 60)
-- turn the counter red when the position is about to fall
if left <= 3 then
hud.setFieldColor("enemies", 1, 0.35, 0.35)
else
hud.setFieldColor("enemies", 1, 1, 1)
end
end
refresh()