The Heads-up display, or HUD, is a system for quickly relaying important information to the user. It is a collection of various tabs surrounding the player's view in-game. A minimal version of the default HUD can be enabled in Advanced multiplayer options. The game also allows for the addition of HUD modification files (or "custom HUDs") to suit the player's taste.
- 1 General HUD Display
- 2 Scoreboard
- 3 Class-specific elements
- 4 3D Character HUD
- 5 HUD modification
- 6 Update history
- 7 Bugs
- 8 References
- 9 See also
- 10 External links
General HUD Display
Bottom left corner
- Your health
- Your current class
- Text chat and server notifications
- Current Killstreaks, if a killstreak weapon is equipped.
- Mann Vs. Machine Mode - Your current credit total and the amount of Credits on the field.
- With Spellbook Magazine, Fancy Spellbook, or Fireproof Secret Diary equipped during a Halloween Event - Current spell equipped
- When the Wheel of Fate is active - Current effect
- When in a bumper car match - Your damage and boost gauges, in place of health
- Capture the Flag Mode – The locations and status of the Intelligence briefcase of the BLU and RED teams (depicted by a rotating arrow, and one of three status indicators: dropped, taken, and secure) and the current score
- Control Point, Arena, Territorial Control, and King of the Hill Modes – The status of the control points on the map (untaken, neutral, capturing, or locked)
- Payload and Payload Race Modes – Progression of cart, cart idle timer, cart reverse indicator, the status of checkpoints, and slopes
- Special Delivery Mode - The location, status, and current owner of the Australium briefcase
- Mann Vs. Machine Mode - The position of the bomb or bomb carrier, as well as bomb carrier buffs.
- Robot Destruction Mode - The locations and status of the Reactor Cores.
Bottom right corner
- Your Ammo (Currently loaded/total rounds carried)
- Voice chat (Displays along with the player's name in the middle right to show when they are using voice chat)
- Rechargeables (Any additional Projectiles or items that recharge or charge like the Sandman or the Buff Banner)
Top of screen
- The time left in the match (accompanied by a small circular timer)
- Kill reporter (With names and kill icons showing method of death, as well as objectives completed)
- Mann Vs. Machine Mode - Robots remaining (gray bar) and current wave, as well as health of mini-bosses and tanks.
- While MONOCULUS is present - MONOCULUS' remaining health (blue bar).
- While Merasmus is present -Merasmus' remaining health (blue bar). If hiding, green bar.
- Your crosshair – center of screen
- Inventory select menu (Displayed by pressing your weapon select key) – center right of screen
- Player name and health – displayed by directing your view onto player
- Your teammate's current equipped items (Displayed by pressing default while looking at a teammate.) – lower right of screen (pressing again will scroll through the list of items)
- Amount of damage dealt or healed (combat text) – above target
The scoreboard is a screen accessible with on the Xbox 360, on the PlayStation 3) or at the end of a round. It displays player information, server name, team scores, duel score (if you are running a duel), and so on. Information is given about each player including their Steam ID, what team they are on, how many points they have, and what class they are playing as (unless on the opposing team).(
- Respawn timer for the Sandman balls and Wrap Assassin baubles (slowly recharges after every launched baseball/bauble) – bottom right corner
- Recharge timer for Bonk! Atomic Punch and Crit-a-Cola drinks (slowly recharges) – bottom right corner
- Respawn timer for Mad Milk and Flying Guillotine (recharges after every toss) – bottom right corner
- Hype meter for the Soda Popper (charges on hit with the Soda Popper) – bottom right corner
- Boost meter for the Baby Face's Blaster (progresses with the damage inflicted by the player) - bottom right corner
- Rage meter for the Buff Banner, Battalion's Backup and Concheror (progresses with the damage inflicted by the player) – bottom right corner
- Banner buff's icon (appears when under effect of Buff Banner, Battalion's Backup or Concheror) – bottom left corner above player health
- Mangler meter for the Cow Mangler 5000 (shows the remaining blasts) – bottom right corner
- Bison meter for the Righteous Bison (shows the remaining projectiles) – bottom right corner
- Kills counter for the Air Strike (clip size increases on kill) - bottom right corner
- Parachute icon for the B.A.S.E. Jumper (appears when deployed) - bottom left corner above player health
- Mmmph meter for Phlogistinator (fills up when causing fire damage to enemies) - bottom right corner to the left of ammo display
- Number of guaranteed critical hits for the Manmelter - bottom right corner
- Stickybomb charge for Stickybomb Launcher, Scottish Resistance, etc. Holding the fire key fills the charge to lengthen the stickybomb's launch distance, automatically firing a full charge is reached) – bottom right corner beneath the Ammo display
- Number of placed Stickybombs for the Stickybomb Launcher (max 8), Sticky Jumper (max 2), and Scottish Resistance (max 14) – bottom right corner
- Heads counter for the Eyelander, Horseless Headless Horsemann's Headtaker, and Nessie's Nine Iron (more heads contribute to more health and increased speed) – bottom right corner
- Fuses timer for Loose Cannon (Holding the fire key decreases the cannonball's fuses time; emptying the timer fires the weapon automatically, causing self-damage) – bottom right corner beneath the Ammo display
- Charge meter for the Chargin' Targe, Splendid Screen, and Tide Turner (slowly regenerates after every charge) – bottom right corner
- Parachute icon for the B.A.S.E. Jumper (appears when deployed) - bottom left corner above player health
- Recharge timer for the Sandvich, Robo-Sandvich, and Buffalo Steak Sandvich lunchbox items (slowly recharges) – bottom right corner
- Mann Vs. Machine Mode - Rage meter for upgraded primary weapons - bottom right corner
- Metal count – bottom right corner
- Number of revenge criticals for the Frontier Justice – bottom right corner
- Engineer panel (displays information about your various buildings) – top left corner
- Sentry Gun status (displays health, number of kills, number of assists in parenthesis, bullet ammo, rocket ammo, upgrade meter, and whether or not your turret is being sapped or is in need of repair)
- Dispenser status (displays health, metal stock, upgrade meter, and whether or not your Dispenser is being sapped or is in need of repair)
- Teleporter Entrance and Exit status (displays health, number of times used, upgrade meter, and whether or not your Teleporter(s) are being sapped or are in need of repair – individual panels are shown for your entrance and exit.)
- Mann Vs. Machine Mode - Disposable Sentry Gun status (displays health and bullet ammo)
- Pomson meter for the Pomson 6000 (shows the remaining blasts) - bottom right corner
- Damage resistance for the Vaccinator – bottom left corner above player health
- ÜberCharge progress and drain meter (shows the progress of your charge when healing friendly (or enemy Spy) players and flashes when it's 100% ready – when the ÜberCharge is activated, it shows you the charge you have left before your meter resets) – bottom right corner
- Medic! calls – shown above any nearby friendly (or enemy Spy) players that call for medical assistance
- Auto-Medic! calls have a slightly different appearance than those invoked by players themselves but serve the same general purpose. In the Advanced Options menu, the user can set the percentage threshold of health points at which other players will automatically emit these beacons
- Shot charge (charges when scoped, and amount of charge determines the damage output of your shot) – right of your crosshair when scoped with the Sniper Rifle, Sydney Sleeper, Bazaar Bargain, Machina, Hitman's Heatmaker or underneath ammo count with the Huntsman
- Razorback respawn timer (slowly recharges after every use) - bottom right corner
- Jarate respawn timer (slowly recharges after every toss) – bottom right corner
- Headshots counter for the Bazaar Bargain (more headshots contribute to faster zoomed shot charge time) – bottom right corner
- Focus meter for the Hitman's Heatmaker (charges after every kill or assist) - bottom right corner
- Current disguise – bottom left corner appearing over your own class picture
- Cloak drain and regen charge for the Invisibility Watch, Cloak and Dagger, Dead Ringer, Enthusiast's Timepiece, and Quäckenbirdt – bottom right corner
- Recharge status for the Spy-cicle - bottom right corner, to the left of Cloak meter
- Cloaking visibility (The translucency of class and disguise picture changes to reflect this)
- The health of currently sapped buildings – top left corner
- Number of guaranteed critical hits for the Diamondback – bottom right corner
- Mann Vs. Machine Mode - Recharge status for Sapper and Red-Tape Recorder - bottom right corner
3D Character HUD
The HUD is able to show the player's current class as a 3D animated image beside their health bar if they choose to enable it. This shows what the player is currently wearing and the item currently held. This adds a benefit for Spies because a disguised Spy can see what the player they are disguised as looks like, making it easier for them to identify who they are disguised as or to avoid certain identifying items, such as the Hotrod.
Team Fortress 2 allows players to modify their HUD from the default layout. Many community members have made modifications that are shared with the public. Reasons for using custom HUDs vary widely, but most agree that they are primarily to improve visibility of important information, e.g. health, ammo, Damage Text, or ÜberCharge meters, and move non-vital HUD panels aside. Most custom HUDs only modify the game visually and do not provide any added functionality to the game. Custom HUDs can also be used on servers with an sv_pure 1 setting.
- Note: Custom HUD modifications will often break after major game updates, and for that reason are disabled when you next launch the game. If your current HUD is not displaying properly, check the website of your custom HUD for an update.
Each custom HUD contains different files and their correct destination may vary (see their individual documentation for exact locations). However, custom HUD modifications generally only modify files in two folders:
After placing all files in their correct destinations, use
hud_reloadscheme or restart the game and play with your new HUD.
Often after using
hud_reloadscheme when replacing or copying files from
/tf/resource the HUD will bug out and display fonts and other items incorrectly, requiring a restart.
- After a team switch, the HUD tabs may appear incorrectly colored, with a player on BLU having a RED HUD (but not vice-versa). This can be fixed by opening and closing the Advanced Options or by the console command
- A similar bug can occur with the buildings panel, in which the panels of buildings left at the end of the previous round do not get greyed out after a team switch. Bringing out the relevant building's blueprint fixes this.
- The HUD may load incorrectly if the game window isn't in focus when the map is loaded. The console command
hud_reloadschemecan be used to fix this.
- Inspecting another friendly player can occasionally cause the bottom right corner of the HUD to disappear after no longer inspecting them. This can be fixed by inspecting a player again.
- Changing loadout from Chargin' Targe or Splendid Screen to Stickybomb Launcher, Scottish Resistance, Sticky Jumper or using the command
hud_reloadschememay result in the HUD displaying "%A" or a blank instead of the number of stickies. This is fixed by dying or placing new stickies.
- When choosing another class and respawning, you will shortly see a RED Scout on your HUD, and "%HEALTH" instead of your current health.
- The "Overtime" text can conflict with the text showing server time remaining, should the option be enabled.
- When the "Use player model in class HUD" option is in use:
- The 3D HUD icon will display your selected loadout rather than your current loadout, which can lead to inconsistencies if you have not yet respawned or visited a resupply locker.
- Some items that affect the appearance of the character while inactive, such as the Buff Banner and Battalion's Backup backpacks, will not display unless they are active.
- Dying holding one weapon and respawning holding another may cause the display to continue showing the first weapon until any weapon switch is made.
- Destruction PDA uses Wrangler animations.
- Short Circuit does not hide the right hand bodygroup.
- Disguised Spies who change their disguise weapon to a default Shotgun will not see the HUD update.
- Disguised Spies may see a taunt animation instead of their selected disguise weapon in some cases (an example of this is with the Chargin' Targe). The animation will loop and play any associated sounds.
- Additionally happened with the Spy's disguise menu
- Flame's HUD Guide (PDF) – a starter's guide to modifying the HUD.