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RuiΒΆ

Functions for creating a rui, and methods of the rui object

// To create one, do:
rui = RuiCreate( $"ui/assetname.rpak", topology, drawGroup, sortKey ) // sortkey = int to prevent z-fighting. higher -> in front

// You can then manipulate it using the following:
RuiSetDrawGroup( rui, drawGroup )
RuiSetString( rui, argName, value )
RuiSetBool( rui, argName, value )
RuiSetInt( rui, argName, value )
RuiSetFloat( rui, argName, value )
RuiSetFloat2( rui, argName, value )  // value is a vector; only x and y are used
RuiSetFloat3( rui, argName, value )
RuiSetColorAlpha( rui, argName, color, alpha )  // color is a vector

// To destroy it, just do:
RuiDestroy( rui )

Drawgroups

RUI_DRAW_WORLD
RUI_DRAW_HUD
RUI_DRAW_COCKPIT
RUI_DRAW_NONE

Trackers

// VECTOR TYPES
RUI_TRACK_ABSORIGIN_FOLLOW                   // Create at absorigin, and update to follow the entity
RUI_TRACK_POINT_FOLLOW                       // Create on attachment point, and update to follow the entity
RUI_TRACK_OVERHEAD_FOLLOW                    // Create at the top of the entity's bbox
RUI_TRACK_EYEANGLES_FOLLOW

// FLOAT TYPES
RUI_TRACK_HEALTH                   // Health as fraction from 0 to 1
RUI_TRACK_FRIENDLINESS                   // 0 if ent is enemy, 1 if it's friendly
RUI_TRACK_PLAYER_SUIT_POWER                   // Player's suit power from 0 to 1
RUI_TRACK_PLAYER_GRAPPLE_POWER                   // Player's grapple power from 0 to 1
RUI_TRACK_PLAYER_SHARED_ENERGY                   // Players shared energy value
RUI_TRACK_WEAPON_CHARGE_FRACTION                   // Weapon charge as fraction from 0 to 1
RUI_TRACK_WEAPON_SMART_AMMO_LOCK_FRACTION                   // Smart ammo weapon lock fraction from 0 to N
RUI_TRACK_WEAPON_READY_TO_FIRE_FRACTION                   // Weapon cooldown as fraction from 0 to 1
RUI_TRACK_WEAPON_RELOAD_FRACTION                   // Weapon reloading as fraction from 0 to 1
RUI_TRACK_WEAPON_DRYFIRE_FRACTION
RUI_TRACK_WEAPON_CLIP_AMMO_FRACTION                   // Weapon clip ammo as fraction from 0 to 1
RUI_TRACK_WEAPON_REMAINING_AMMO_FRACTION                   // Weapon remaining ammo as fraction from 0 to 1
RUI_TRACK_WEAPON_CLIP_AMMO_MAX
RUI_TRACK_WEAPON_STOCKPILE_AMMO_MAX
RUI_TRACK_WEAPON_LIFETIME_SHOTS
RUI_TRACK_WEAPON_AMMO_REGEN_RATE
RUI_TRACK_BOOST_METER_FRACTION                   // Player boost meter as fraction from 0 to 1
RUI_TRACK_GLIDE_METER_FRACTION                   // Player glide meter as fraction from 0 to 1
RUI_TRACK_SHIELD_FRACTION                   // Shield health as fraction from 0 to 1
RUI_TRACK_STATUS_EFFECT_SEVERITY                   // Status effect severity as fraction from 0 to 1; attachmentIndex used as status effect index
RUI_TRACK_SCRIPT_NETWORK_VAR                   // Value of a script network variable (use GetNetworkedVariableIndex())
RUI_TRACK_SCRIPT_NETWORK_VAR_GLOBAL                   // Value of a script network variable without an entity (use GetNetworkedVariableIndex())
RUI_TRACK_SCRIPT_NETWORK_VAR_LOCAL_VIEW_PLAYER                   // Value of a script network variable on the local view player (changes automatically during kill replay) (use GetNetworkedVariableIndex())
RUI_TRACK_FRIENDLY_TEAM_SCORE
RUI_TRACK_FRIENDLY_TEAM_ROUND_SCORE                   // The value of score2 for friendlies
RUI_TRACK_ENEMY_TEAM_SCORE
RUI_TRACK_ENEMY_TEAM_ROUND_SCORE                   // The value of score2 for enemies
RUI_TRACK_MINIMAP_SCALE
RUI_TRACK_SOUND_METER                   // Sound meter as fraction from 0 to 1.

// INT TYPES
RUI_TRACK_MINIMAP_FLAGS,
RUI_TRACK_MINIMAP_CUSTOM_STATE,
RUI_TRACK_TEAM_RELATION_VIEWPLAYER,                   // ENEMY: -1, NEUTRAL: 0, FRIENDLY: 1
RUI_TRACK_TEAM_RELATION_CLIENTPLAYER,                   // ENEMY: -1, NEUTRAL: 0, FRIENDLY: 1
RUI_TRACK_SCRIPT_NETWORK_VAR_INT,                   // Value of a script network variable (use GetNetworkedVariableIndex())
RUI_TRACK_SCRIPT_NETWORK_VAR_GLOBAL_INT,                   // Value of a script network variable without an entity (use GetNetworkedVariableIndex())
RUI_TRACK_SCRIPT_NETWORK_VAR_LOCAL_VIEW_PLAYER_INT,                   // Value of a script network variable on the local view player (changes automatically during kill replay) (use GetNetworkedVariableIndex())

// GAMETIME TYPES
RUI_TRACK_LAST_FIRED_TIME,
RUI_TRACK_MINIMAP_THREAT_SECTOR,

// IMAGE TYPES
RUI_TRACK_WEAPON_MENU_ICON,
RUI_TRACK_WEAPON_HUD_ICON

rui : public var

void RuiSetResolution(rui, screenSizeX, screenSizey)

screenSizeX = GetScreenSize()[0]
screenSizeY = GetScreenSize()[1]

void RuiSetDrawGroup( rui, drawGroup )

void RuiSetString( rui, argName, value )

void RuiSetBool( rui, argName, value )

void RuiSetInt( rui, argName, value )

void RuiSetFloat( rui, argName, value )

void RuiSetFloat2( rui, argName, value )

value is a vector; only x and y are used

void RuiSetFloat3( rui, argName, value )

void RuiSetColorAlpha( rui, argName, color, alpha )

color is a vector

void RuiDestroyIfAlive( rui )