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![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
cg_ScoresColor_zom_0 0 1 0 1
cg_ScoresColor_zom_1 1 0 0 1
cg_ScoresColor_zom_2 0 1 0 1
cg_ScoresColor_zom_3 0 1 1 1
cg_ScoresColor_Player_0 "0 1 1 1"
cg_ScoresColor_Player_1 "0 0 1 1"
cg_ScoresColor_Player_2 "0 1 1 1"
cg_ScoresColor_Player_3 "0 0 1 1"
cg_ScoresColor_Zombie "0 1 1 1"
cg_ScoresColor_Gamertag_0 "0 0 1 1"
cg_ScoresColor_Gamertag_1 "0 1 1 1"
cg_ScoresColor_Gamertag_2 "0 0 1 1"
cg_ScoresColor_Gamertag_3 "0 1 1 1"
cg_ScoresPing_HighColor "0 0 1 1"
cg_ScoresPing_LowColor "0 1 1 1"
cg_ScoresPing_MedColor "5 0 1 1"
cg_scoreboardMyColor "0 0 1 1"
help would be fantastic 
![]() | |
![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
![]() | Has shown excellence and experience in the area of custom scripting in the UGX-Mods community. |
![]() BO3 Modtools Alpha | This user has access to the Black Ops 3 Modtools Alpha |
onPlayerConnect_clientDvars()onPlayerConnect_clientDvars()
{
self SetClientDvars( "cg_deadChatWithDead", "1",
"cg_deadChatWithTeam", "1",
"cg_deadHearTeamLiving", "1",
"cg_deadHearAllLiving", "1",
"cg_everyoneHearsEveryone", "1",
"compass", "0",
"hud_showStance", "0",
"cg_thirdPerson", "0",
"cg_fov", "65",
"cg_thirdPersonAngle", "0",
"ammoCounterHide", "0",
"miniscoreboardhide", "0",
"ui_hud_hardcore", "0" );
self SetDepthOfField( 0, 0, 512, 4000, 4, 0 );
}



![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |


Thanks Worked Like A Charm, With a bit of changes of course
(Image removed from quote.)

Never heard of a dvar controlling the color. Nor did I see it while looking at it in the exe.
The option I have is find the 8 images that control the bars each one is separated by the ending _X (0-3)
scorebar_zom_long_0 or something along those lines (check raw/images, make sure to have copied all your images from IWD's to raw/images. Use Tom's XModelUtils and inside it there's a copy mechanic.)