
Challenge ProMode Arena: Client HUD Settings
--------------------------------------------
Date: 12 May 04


With 1.20, the settings for most HUD elements have changed and
several new ones have been added. The default HUD is now HUD1
rather than HUD0, so newbies don't get stuck with the lame
baseq3 HUD just because they didn't RTFM yet.

The standard meaning for the "layout" field is:
    1 - right-justified at x (i.e. "foo bar x")
    2 - bottom-justified at y
    3 - left-justified at x (i.e. "x bar foo")
    4 - top-justified at y
    5 - center-justified at x (i.e. "foo x bar")


ch_3waveFont <0|1> (default = 1)
    Toggle use of the Threewave font

ch_consoleTime <ms> (default = 2500)
    How long "console" messages stay on screen during playback.

ch_consoleTeamChat <0|1> (default = 1)
    Add team chat to console.
    Note that setting this to 0 removes teamchat COMPLETELY
    from the console, not just from showing up at top left
    so if you miss it in the teamchat window, it's lost.

ch_crosshairAlpha <0.0 to 1.0> (default = 1.0)
    Controls the transparency of the crosshair.

ch_crosshairColor <color> (0 - 9, a-x, default = 7 (White))
    Important note: cg_crosshairHealth overrides this function,
    turn it off to use colored crosshairs.

ch_crosshairPulse <0|1> (default = 1)
    Controls crosshair size changes when picking up items.

ch_crosshairTeamInfo <0|1> (default = 1)
    Draws teammate health/armour in crosshairname.

ch_drawFollow <value> (default = 1)
    Sets the y-position of the "Following..." message when spectating.

ch_drawPickup "x y"
    draws the icon and description of the item you just picked up    

ch_drawSpeed "x y layout [alpha]"
    Toggle drawing player speed (ups).

ch_drawWarmup <0|1> (default = 1 - enabled)
    Control display of arena settings before a game starts.

ch_drawWeaponSelect <0|1> (default = 1)
    Toggle id standard weapon selection.

ch_flags "x y layout size"

ch_graphs <0|1> (default = 1)
    Toggle health/armour/ammo graphs for certain HUDs.

ch_powerups "x y layout size"
  <layout> is:
    0 - attach to the weaponlist (weaponlist 1 and 2 only, adjust by x&y)
    1 - draw like VQ3: bottom right, up, ignore x&y, exclude flags

ch_recordMessage <0|1> (default = 1)
    0 gets rid of the sodding "recording blahblah" message.

ch_scores "x y layout"

ch_selfOnTeamOverlay <0|1> (default = 1)
    Toggle your own information showing in the team overlay

ch_shortNames <0|1> (default = 1)

ch_skinScores <0|1> (default = 0)
    Colors the scoreboxes with the body+legs of your/enemy colors.
    Also for the "players remaining" boxes in CA.

ch_statusbarStyle <0 to 5>
    Controls various styles for health/armour/ammo layout.

ch_TeamBackground <0|1> (default = 0)
    Disables teambackground color in statusbar, teamchat.

ch_weaponList "x y layout flags"
  <layout> is:
    1 - draw vertically, left-justified at x
    2 - draw vertically, right-justified at x
    3 - draw horizontally at y, x is ignored
  [flags] is a bitmask:
    1 - include weapons that you don't have
	primarily for TDM games so you can see ammo counts
    2 - draw a background for the current weapon
    4 - flash "new" weapons when picked up
    8 - draw lines to separate sections of the vertical weaponlist

ch_wstatsTime <seconds> (default = 10)
    How long the auto-wstats window stays up at the end of a game


Client Font Settings
--------------------

The format for all of these is "WxH"

cf_Console (default = 8x16) 
    Font size of console text in upper left.
    Only affects demo playback.

cf_CrosshairNames (default = 12x12)
    Crosshairnames font size.

cf_Following (default = 24x24)
    "Following" message font size.

cf_Fragmsg (default = 16x16)
    Font size of the "you fragged" messages on top of your HUD.

cf_Teamchat (default = 8x12)
    Font size for teamchat.

cf_Teamoverlay (default = 6x11)
    Font size for the team overlay.

cf_Vote (default = 10x14)
    Vote message font size.


HUDs
----
CPMA adds 7 new "stock" HUDs: use "\hudnext" to cycle through them.
In addition, the ch_* cvars allow for extensive customisation of most
HUD options. Experimentation is the best way to understand how the
combinations interact.
