{ /* these are drawn, in order, after the legends */ dials = ( { /* Targeting enhancement */ "equipment_required" = "EQ_SCANNER_SHOW_MISSILE_TARGET"; selector = "drawTargetReticle:"; }, { /* station aegis, uses Images/aegis.png as indicator */ alpha = 0.8; selector = "drawAegis:"; x = -116; y = -228; width = 16; height = 16; }, { /* scanner */ alpha = 1; selector = "drawScanner:"; x = 0; y = -206; height = 60; width = 240; }, { /* scanner zoom indicator, uses Images/zoom.png to provide 5 levels */ alpha = 1; selector = "drawScannerZoomIndicator:"; x = 108; y = -231; }, { /* missile display, x and y give the location, the x-spacing is given by spacing, the size defines the icon size */ height = 9; selector = "drawMissileDisplay:"; spacing = 12; width = 9; x = -112; y = -164; }, { /* status indicator light, x and y give the location, the size defines the icon size */ height = 8; selector = "drawStatusLight:"; width = 8; x = -116; y = -184; }, { /* ship's clock, x and y give the location, the size defines the character size */ height = 12; selector = "drawClock:"; width = 12; x = -48; y = -172; }, { // weapons systems offline text, x and y give the location, the size defines the character size height = 8; selector = "drawWeaponsOfflineText:"; width = 8; x = -200; y = -170; }, { /* speed bar, can draw a surround 2 units out from the dial size specified */ draw_surround = true; height = 5; selector = "drawSpeedBar:"; width = 42; x = 68; y = -166; }, { /* compass, uses Images/compass.png as background and Images/reddot.png and Images/greendot.png */ alpha = 1; selector = "drawCompass:"; x = 108; y = -172; }, { /* roll bar, can draw a surround 2 units out from the dial size specified */ draw_surround = true; height = 6; selector = "drawRollBar:"; width = 48; x = -152; y = -175; }, { /* pitch bar, can draw a surround 2 units out from the dial size specified */ draw_surround = true; height = 6; selector = "drawPitchBar:"; width = 48; x = -152; y = -187; }, { /* just draws a surround 2 units around the selected size, you could also use drawGreenSurround: */ height = 40; selector = "drawYellowSurround:"; width = 48; x = -152; y = -216; }, { /* fuel bar */ height = 8; selector = "drawFuelBar:"; width = 48; x = -152; y = -201; }, { /* cabin temperature bar */ height = 8; selector = "drawCabinTempBar:"; width = 48; x = -152; y = -211; }, { /* weapon temperature bar */ height = 8; selector = "drawWeaponTempBar:"; width = 48; x = -152; y = -221; }, { /* altitude bar */ height = 8; selector = "drawAltitudeBar:"; width = 48; x = -152; y = -231; }, { /* forward shield bar, can draw a surround 2 units out from the dial size specified */ draw_surround = true; height = 8; selector = "drawForwardShieldBar:"; width = 48; x = 152; y = -172; }, { /* aft shield bar, can draw a surround 2 units out from the dial size specified */ draw_surround = true; height = 8; selector = "drawAftShieldBar:"; width = 48; x = 152; y = -186; }, { /* energy gauge, can draw a surround 2 units out from the dial size specified */ draw_surround = true; height = 40; selector = "drawEnergyGauge:"; width = 48; x = 152; y = -216; labelled = true; }, { /* fps counter, x and y give the location, the size defines the character size */ height = 18; selector = "drawFPSInfoCounter:"; width = 18; x = -300; y = 220; }, ); /* these are drawn, in order, before the dials, add any other images you want here */ legends = ( { text = "SPD"; x = 78; y = -178; height = 8; width = 8; }, { text = "Roll"; x = -192; y = -180; height = 8; width = 8; }, { text = "Pitch"; x = -196; y = -192; height = 8; width = 8; }, { text = "FUEL"; x = -197; y = -206; height = 8; width = 8; }, { text = "CT"; x = -189; y = -216; height = 8; width = 8; }, { text = "LT"; x = -188; y = -226; height = 8; width = 8; }, { text = "ALT"; x = -193; y = -236; height = 8; width = 8; }, { text = "Fwd"; x = 178; y = -176; height = 8; width = 8; }, { text = "Aft"; x = 178; y = -190; height = 8; width = 8; } ); message_gui = {}; // resets the default settings comm_log_gui = {}; // resets the default settings overall_alpha = 0.75; reticle_target_sensitive = no; cloak_indicator_on_status_light = yes; }