Nanawatai 4 Posted February 24, 2017 I have a possible bug that I wanted to mention, or maybe I'm editing the wrong entry in my custom XVM config? The problem is here in markersAliveNormal.xc: // Floating damage values. "damageText": { // false - disable / не отображать. "enabled": true, // Axis field coordinates "x": 0, "y": -67, // Opacity (dynamic transparency allowed, see macros.txt). "alpha": 100, "align": "center", // Font options. "textFormat": { "font": "Impact", // Font name "size": 18, // Font size // Color (dynamic colors allowed, see macros.txt). "color": null, "bold": false, // True - bold "italic": false // True - italic }, // Shadow options. "shadow": { // false - no shadow "enabled": true, "distance": 0, // (in pixels) / offset distance "angle": 45, // (0.0 .. 360.0) / offset angle "color": "0x000000", // "0xXXXXXX" / color "alpha": 100, // (0 .. 100) / opacity "blur": 3, // (0.0 .. 255.0) / blur "strength": 1 // (0.0 .. 255.0) / intensity }, // Rising speed of displayed damage (float up speed). "speed": 3, // Maximum distance of target for which damage rises. "maxRange": 50, // Text for normal damage (see description of macros in the macros.txt). "damageMessage": "{{dmg}}", // Text for ammo rack explosion (see description of macros in the macros.txt). "blowupMessage": "{{l10n:blownUp}}\n{{dmg}}" }, I have set up the font face as Impact, and for the most part, it works. When you deal damage to the enemy, you'll see the damage points float up correctly in the Impact font. However, when it comes to the killshot, the last number that is displayed when the enemy dies switches to $FieldFont. Likewise, the "Blown up!" message is displayed in $FieldFont as well (not Impact). Do I need to edit the font face elsewhere? I would assume the "font": "Impact" attribute in textFormat would be enough. I tried putting <font face='Impact'></font> in the "blowupMessage" field but there was no effect. Thanks in advance. Quote Share this post Link to post Short link Share on other sites
konrad509 445 #381096 Posted February 24, 2017 For the killing shot you have to edit markersDeadNormal.xc Quote Share this post Link to post Short link Share on other sites
Nanawatai 4 #381097 Posted February 24, 2017 For the killing shot you have to edit markersDeadNormal.xc That makes sense. And, of course, I haven't gotten around to editing the markersDead*.xc files yet. Thanks, konrad509. Quote Share this post Link to post Short link Share on other sites