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ORTMember
Ever since the 9.15 patch, I can’t get them to work either. They were working in the 9.15 CT server though. I’ve not read anything on the XVM nightly forums. I think they are totally off. I also read on PK’s site that the XMQP feature is one of the reasons of CTDs these days.
ORTMemberUPDATED
v9.15 – 01 June 2016
Configuration-related changes:
– BUI: Added battle interface labels for a possible Top Gun Battle Hero Award, Radley-Walter’s Medal, Pool’s Medal, and Raseiniai Heroes’ Medal. Added label for vehicle stats.
– PP and MM: Added XMQP (data exchange between allies) indicators for XMQP-enabled allies, sixth sense perk, spotted, and overturned vehicles. Note that the XMQP feature is experimental.
– Enabled win chances next to debug (FPS) panel.
– Added female voice warnings for imminent battle end at 5 minutes, 3 minutes, 1 minute, 30 seconds, and 5, 4, 3, 2, 1 seconds.
– Implemented EVENT SOUNDS: sixth sense, gun reloaded, enemy sighted for team, ammo rack damage, fire alert, enemy and ally capturing bases, gun intuition, sight convergence, critical damage, imminent end of battle ( 5 mins, 3 mins, 1 min, 30 secs, 5-4-3-2-1 secs).See first post for download links.
Battle Interface Labels for achieved awards

XMQP features
ORTMemberHow to define colors according with macros
If, for example, you would like a text to be colored using a player’s WN8, then…
“color”: “{{c.wn8}}” <<<< {{c.wn8}} is a static mecro that defines the color according to the player’s WN8.
or player’s winrate, then…
“color”: “{{c.dmg-kind}}” <<<< {{c.dmg-kind}} is a dynamic macro that defines the color according to the source of the damage, e.g., shot, ramming, fire, etc.
Static macros are those that do not change during the course of the battle. They only update when WG updates a player’s stats.
Dynamic macros change as the battle progresses or according to a kind, such {{c:hp}} or {{c:dmg-kind}}.
{{c:hp}} changes as the battles progreses, such as the health/hitpoints of a player decreases when hit. The color used in {{c:dmg-kind}} depends on the the source of the damage inflicted, such as a shot, ramming, fire, etc.
The list of color macros and alpha macros can be found in res_mods/mods/shared_resources/xvm/doc/macros.txt, and specifically for hangar carousel macros in res_mods/mods/shared_resources/xvm/doc/macros-hangar.txt of your XVM installation, herein reproduced for reference:SpoilerColor and alpha macros available in the game
Personal macros (applied for player)
{{c:spotted}} – Dynamic color by vehicle spotted status
{{a:spotted}} – Dynamic transparency by vehicle spotted status
{{c:hp}} – color depending on current health points (only in vehicle markers)
{{c:hp-ratio}} – color depending on current health ratio (only in vehicle markers)
{{a:hp}} – transparency depending on current health points (only in vehicle markers)
{{a:hp-ratio}} – transparency depending on current health ratio (only in vehicle markers)
{{c:dmg}} – color depending on damage source
{{c:dmg-kind}} – color depending on damage kind
{{c:dmg-total}} – color depending on total sum of hits
Statistic macros
{{c:r}} – color depending on rating type selected in the personal cabinet
{{c:xr}} – color depending on rating type selected in the personal cabinet
{{c:xte}} – color depending on player per-vehicle efficiency
{{c:xeff}} – color depending on XVM Scale for efficiency
{{c:xwn6}} – color depending on XVM Scale for WN6
{{c:xwn8}} – color depending on XVM Scale for WN8
{{c:xwgr}} – color depending on XVM Scale for WG rating
{{c:eff}} – color depending on player efficiency
{{c:wn6}} – color depending on WN6 rating
{{c:wn8}} – color depending on WN8 rating
{{c:wgr}} – color depending on WG rating
{{c:winrate}} – color depending on GWR
{{c:kb}} – color depending on kilo-battles
{{c:avglvl}} – color depending on average level of tanks
{{c:t-winrate}} – color depending on current vehicle win ratio
{{c:t-battles}} – color depending on current vehicle battles
{{c:tdb}} – dynamic colors for tdb
{{c:xtdb}} – dynamic colors for xtdb
{{c:tdv}} – dynamic colors for tdv
{{c:tfb}} – dynamic colors for tfb
{{c:tsb}} – dynamic colors for tsb* Any color macro you can change to transparency macro (e.g. {{a:tdb}}).
The colors for color macros are defined in colors.xc, and are all configurable according to the user’s preferences. For example, I prefer blue for ally colors instead of the usual green.
Default XVM colors.xc config
Spoiler/**
* Color settings.
*/
{
// Color values for substitutions.
“def”: {
“al”: “0x96FF00”, // ally
“sq”: “0xFFB964”, // squadman
“tk”: “0x00EAFF”, // teamKiller
“en”: “0xF50800”, // enemy
“pl”: “0xFFDD33”, // player
// Dynamic color by various statistical parameters.
“colorRating”: {
“very_bad”: “0xFE0E00”, // very bad
“bad”: “0xFE7903”, // bad
“normal”: “0xF8F400”, // normal
“good”: “0x60FF00”, // good
“very_good”: “0x02C9B3”, // very good
“unique”: “0xD042F3” // unique
},
// Dynamic color by remaining health points.
“colorHP”: {
“very_low”: “0xFF0000”, // very low
“low”: “0xDD4444”, // low
“average”: “0xFFCC22”, // average
“above_average”: “0xFCFCFC” // above-average
}
},
“colors”: {
// System colors.
“system”: {
// Format: object_state
// Object: ally, squadman, teamKiller, enemy
// State: alive, dead, blowedup
// —-
“ally_alive”: ${“def.al”},
“ally_dead”: “0x009900”,
“ally_blowedup”: “0x007700”,
“squadman_alive”: ${“def.sq”},
“squadman_dead”: “0xCA7000”,
“squadman_blowedup”: “0xA45A00”,
“teamKiller_alive”: ${“def.tk”},
“teamKiller_dead”: “0x097783”,
“teamKiller_blowedup”: “0x096A75”,
“enemy_alive”: ${“def.en”},
“enemy_dead”: “0x840500”,
“enemy_blowedup”: “0x5A0401”,
“ally_base”: ${“def.al”},
“enemy_base”: ${“def.en”}
},
// Dynamic color by damage kind.
“dmg_kind”: {
“shot”: “0xFFAA55”, // shot
“fire”: “0xFF6655”, // fire
“ramming”: “0x998855”, // ramming
“world_collision”: “0x228855”, // world collision
“death_zone”: “0xCCCCCC”, // TODO: value, description
“drowning”: “0xCCCCCC”, // TODO: value, description
“other”: “0xCCCCCC” // other
},
// Dynamic color by vehicle type.
“vtype”: {
“LT”: “0xA2FF9A”,
“MT”: “0xFFF198”,
“HT”: “0xFFACAC”,
“SPG”: “0xEFAEFF”,
“TD”: “0xA0CFFF”,
“premium”: “0xFFCC66”,
“usePremiumColor”: false
},
// Dynamic color by spotted status
“spotted”: {
“neverSeen”: “0x000000”,
“lost”: “0xD9D9D9”,
“spotted”: “0xFFBB00”,
“dead”: “0xFFFFFF”,
“neverSeen_arty”: “0x000000”,
“lost_arty”: “0xD9D9D9”,
“spotted_arty”: “0xFFBB00”,
“dead_arty”: “0xFFFFFF”
},
// Color settings for damage.
“damage”: {
// Format: src_dst_type.
// Src: ally, squadman, enemy, unknown, player.
// Dst: ally, squadman, allytk, enemytk, enemy.
// Type: hit, kill, blowup.
“ally_ally_hit”: ${“def.tk”},
“ally_ally_kill”: ${“def.tk”},
“ally_ally_blowup”: ${“def.tk”},
“ally_squadman_hit”: ${“def.tk”},
“ally_squadman_kill”: ${“def.tk”},
“ally_squadman_blowup”: ${“def.tk”},
“ally_enemy_hit”: ${“def.en”},
“ally_enemy_kill”: ${“def.en”},
“ally_enemy_blowup”: ${“def.en”},
“ally_allytk_hit”: ${“def.tk”},
“ally_allytk_kill”: ${“def.tk”},
“ally_allytk_blowup”: ${“def.tk”},
“ally_enemytk_hit”: ${“def.en”},
“ally_enemytk_kill”: ${“def.en”},
“ally_enemytk_blowup”: ${“def.en”},
“enemy_ally_hit”: ${“def.al”},
“enemy_ally_kill”: ${“def.al”},
“enemy_ally_blowup”: ${“def.al”},
“enemy_squadman_hit”: ${“def.al”},
“enemy_squadman_kill”: ${“def.al”},
“enemy_squadman_blowup”: ${“def.al”},
“enemy_enemy_hit”: ${“def.en”},
“enemy_enemy_kill”: ${“def.en”},
“enemy_enemy_blowup”: ${“def.en”},
“enemy_allytk_hit”: ${“def.al”},
“enemy_allytk_kill”: ${“def.al”},
“enemy_allytk_blowup”: ${“def.al”},
“enemy_enemytk_hit”: ${“def.en”},
“enemy_enemytk_kill”: ${“def.en”},
“enemy_enemytk_blowup”: ${“def.en”},
“unknown_ally_hit”: ${“def.al”},
“unknown_ally_kill”: ${“def.al”},
“unknown_ally_blowup”: ${“def.al”},
“unknown_squadman_hit”: ${“def.al”},
“unknown_squadman_kill”: ${“def.al”},
“unknown_squadman_blowup”: ${“def.al”},
“unknown_enemy_hit”: ${“def.en”},
“unknown_enemy_kill”: ${“def.en”},
“unknown_enemy_blowup”: ${“def.en”},
“unknown_allytk_hit”: ${“def.al”},
“unknown_allytk_kill”: ${“def.al”},
“unknown_allytk_blowup”: ${“def.al”},
“unknown_enemytk_hit”: ${“def.en”},
“unknown_enemytk_kill”: ${“def.en”},
“unknown_enemytk_blowup”: ${“def.en”},
“squadman_ally_hit”: ${“def.sq”},
“squadman_ally_kill”: ${“def.sq”},
“squadman_ally_blowup”: ${“def.sq”},
“squadman_squadman_hit”: ${“def.sq”},
“squadman_squadman_kill”: ${“def.sq”},
“squadman_squadman_blowup”: ${“def.sq”},
“squadman_enemy_hit”: ${“def.sq”},
“squadman_enemy_kill”: ${“def.sq”},
“squadman_enemy_blowup”: ${“def.sq”},
“squadman_allytk_hit”: ${“def.sq”},
“squadman_allytk_kill”: ${“def.sq”},
“squadman_allytk_blowup”: ${“def.sq”},
“squadman_enemytk_hit”: ${“def.sq”},
“squadman_enemytk_kill”: ${“def.sq”},
“squadman_enemytk_blowup”: ${“def.sq”},
“player_ally_hit”: ${“def.pl”},
“player_ally_kill”: ${“def.pl”},
“player_ally_blowup”: ${“def.pl”},
“player_squadman_hit”: ${“def.pl”},
“player_squadman_kill”: ${“def.pl”},
“player_squadman_blowup”: ${“def.pl”},
“player_enemy_hit”: ${“def.pl”},
“player_enemy_kill”: ${“def.pl”},
“player_enemy_blowup”: ${“def.pl”},
“player_allytk_hit”: ${“def.pl”},
“player_allytk_kill”: ${“def.pl”},
“player_allytk_blowup”: ${“def.pl”},
“player_enemytk_hit”: ${“def.pl”},
“player_enemytk_kill”: ${“def.pl”},
“player_enemytk_blowup”: ${“def.pl”}
},
// Values below should be from smaller to larger.
// —-
// Dynamic color by remaining absolute health.
“hp”: [
{ “value”: 201, “color”: ${“def.colorHP.very_low” } },
{ “value”: 401, “color”: ${“def.colorHP.low” } },
{ “value”: 1001, “color”: ${“def.colorHP.average” } },
{ “value”: 9999, “color”: ${“def.colorHP.above_average”} }
],
// Dynamic color by remaining health percent.
“hp_ratio”: [
{ “value”: 10, “color”: ${“def.colorHP.very_low” } },
{ “value”: 25, “color”: ${“def.colorHP.low” } },
{ “value”: 50, “color”: ${“def.colorHP.average” } },
{ “value”: 101, “color”: ${“def.colorHP.above_average”} }
],
// Dynamic color for XVM Scale
// http://www.koreanrandom.com/forum/topic/2625-/
“x”: [
{ “value”: 16.5, “color”: ${“def.colorRating.very_bad” } }, // 00 – 16.5 – very bad (20% of players)
{ “value”: 33.5, “color”: ${“def.colorRating.bad” } }, // 16.5 – 33.5 – bad (better than 20% of players)
{ “value”: 52.5, “color”: ${“def.colorRating.normal” } }, // 33.5 – 52.5 – normal (better than 60% of players)
{ “value”: 75.5, “color”: ${“def.colorRating.good” } }, // 52.5 – 75.5 – good (better than 90% of players)
{ “value”: 92.5, “color”: ${“def.colorRating.very_good”} }, // 75.5 – 92.5 – very good (better than 99% of players)
{ “value”: 999, “color”: ${“def.colorRating.unique” } } // 92.5 – XX – unique (better than 99.9% of players)
],
// Dynamic color by efficiency
“eff”: [
{ “value”: 615, “color”: ${“def.colorRating.very_bad” } }, // 0 – 614 – very bad (20% of players)
{ “value”: 870, “color”: ${“def.colorRating.bad” } }, // 615 – 869 – bad (better than 20% of players)
{ “value”: 1175, “color”: ${“def.colorRating.normal” } }, // 870 – 1174 – normal (better than 60% of players)
{ “value”: 1525, “color”: ${“def.colorRating.good” } }, // 1175 – 1524 – good (better than 90% of players)
{ “value”: 1850, “color”: ${“def.colorRating.very_good”} }, // 1525 – 1849 – very good (better than 99% of players)
{ “value”: 9999, “color”: ${“def.colorRating.unique” } } // 1850 – * – unique (better than 99.9% of players)
],
// Dynamic color by WN6 rating
“wn6”: [
{ “value”: 460, “color”: ${“def.colorRating.very_bad” } }, // 0 – 459 – very bad (20% of players)
{ “value”: 850, “color”: ${“def.colorRating.bad” } }, // 460 – 849 – bad (better than 20% of players)
{ “value”: 1215, “color”: ${“def.colorRating.normal” } }, // 850 – 1214 – normal (better than 60% of players)
{ “value”: 1620, “color”: ${“def.colorRating.good” } }, // 1215 – 1619 – good (better than 90% of players)
{ “value”: 1960, “color”: ${“def.colorRating.very_good”} }, // 1620 – 1959 – very good (better than 99% of players)
{ “value”: 9999, “color”: ${“def.colorRating.unique” } } // 1960 – * – unique (better than 99.9% of players)
],
// Dynamic color by WN8 rating
“wn8”: [
{ “value”: 380, “color”: ${“def.colorRating.very_bad” } }, // 0 – 379 – very bad (20% of players)
{ “value”: 860, “color”: ${“def.colorRating.bad” } }, // 380 – 859 – bad (better than 20% of players)
{ “value”: 1420, “color”: ${“def.colorRating.normal” } }, // 860 – 1419 – normal (better than 60% of players)
{ “value”: 2105, “color”: ${“def.colorRating.good” } }, // 1420 – 2104 – good (better than 90% of players)
{ “value”: 2770, “color”: ${“def.colorRating.very_good”} }, // 2105 – 2769 – very good (better than 99% of players)
{ “value”: 9999, “color”: ${“def.colorRating.unique” } } // 2770 – * – unique (better than 99.9% of players)
],
// Dynamic color by WG rating
“wgr”: [
{ “value”: 2495, “color”: ${“def.colorRating.very_bad” } }, // 0 – 2494 – very bad (20% of players)
{ “value”: 4345, “color”: ${“def.colorRating.bad” } }, // 2495 – 4344 – bad (better than 20% of players)
{ “value”: 6425, “color”: ${“def.colorRating.normal” } }, // 4345 – 6424 – normal (better than 60% of players)
{ “value”: 8625, “color”: ${“def.colorRating.good” } }, // 6425 – 8624 – good (better than 90% of players)
{ “value”: 10040, “color”: ${“def.colorRating.very_good”} }, // 8625 -10039 – very good (better than 99% of players)
{ “value”: 99999, “color”: ${“def.colorRating.unique” } } //10040 – * – unique (better than 99.9% of players)
],
// Dynamic color for win chance
“winChance”: [
{ “value”: 24.5, “color”: ${“def.colorRating.very_bad” } },
{ “value”: 39.5, “color”: ${“def.colorRating.bad” } },
{ “value”: 59.5, “color”: ${“def.colorRating.normal” } },
{ “value”: 74.5, “color”: ${“def.colorRating.good” } },
{ “value”: 89.5, “color”: ${“def.colorRating.very_good”} },
{ “value”: 101, “color”: ${“def.colorRating.unique” } }
],
// Dynamic color by win percent
“winrate”: [
{ “value”: 46.5, “color”: ${“def.colorRating.very_bad” } }, // 0 – 46.5 – very bad (20% of players)
{ “value”: 48.5, “color”: ${“def.colorRating.bad” } }, // 46.5 – 48.5 – bad (better than 20% of players)
{ “value”: 52.5, “color”: ${“def.colorRating.normal” } }, // 48.5 – 52.5 – normal (better than 60% of players)
{ “value”: 57.5, “color”: ${“def.colorRating.good” } }, // 52.5 – 57.5 – good (better than 90% of players)
{ “value”: 64.5, “color”: ${“def.colorRating.very_good”} }, // 57.5 – 64.5 – very good (better than 99% of players)
{ “value”: 101, “color”: ${“def.colorRating.unique” } } // 64.5 – 100 – unique (better than 99.9% of players)
],
// Dynamic color by kilo-battles
“kb”: [
{ “value”: 2, “color”: ${“def.colorRating.very_bad” } }, // 0 – 2
{ “value”: 6, “color”: ${“def.colorRating.bad” } }, // 2 – 6
{ “value”: 16, “color”: ${“def.colorRating.normal” } }, // 6 – 16
{ “value”: 30, “color”: ${“def.colorRating.good” } }, // 16 – 30
{ “value”: 43, “color”: ${“def.colorRating.very_good”} }, // 30 – 43
{ “value”: 999, “color”: ${“def.colorRating.unique” } } // 43 – *
],
// Dynamic color by average level of player tanks
“avglvl”: [
{ “value”: 2, “color”: ${“def.colorRating.very_bad” } },
{ “value”: 3, “color”: ${“def.colorRating.bad” } },
{ “value”: 5, “color”: ${“def.colorRating.normal” } },
{ “value”: 7, “color”: ${“def.colorRating.good” } },
{ “value”: 9, “color”: ${“def.colorRating.very_good”} },
{ “value”: 11, “color”: ${“def.colorRating.unique” } }
],
// Dynamic color by battles on current tank
“t_battles”: [
{ “value”: 100, “color”: ${“def.colorRating.very_bad” } }, // 0 – 99
{ “value”: 250, “color”: ${“def.colorRating.bad” } }, // 100 – 249
{ “value”: 500, “color”: ${“def.colorRating.normal” } }, // 250 – 499
{ “value”: 1000, “color”: ${“def.colorRating.good” } }, // 500 – 999
{ “value”: 1800, “color”: ${“def.colorRating.very_good”} }, // 1000 – 1799
{ “value”: 99999, “color”: ${“def.colorRating.unique” } } // 1800 – *
],
// Dynamic color by average damage on current tank
“tdb”: [
{ “value”: 500, “color”: ${“def.colorRating.very_bad” } },
{ “value”: 750, “color”: ${“def.colorRating.bad” } },
{ “value”: 1000, “color”: ${“def.colorRating.normal” } },
{ “value”: 1800, “color”: ${“def.colorRating.good” } },
{ “value”: 2500, “color”: ${“def.colorRating.very_good”} },
{ “value”: 9999, “color”: ${“def.colorRating.unique” } }
],
// Dynamic color by average damage efficiency on current tank
“tdv”: [
{ “value”: 0.6, “color”: ${“def.colorRating.very_bad” } },
{ “value”: 0.8, “color”: ${“def.colorRating.bad” } },
{ “value”: 1.0, “color”: ${“def.colorRating.normal” } },
{ “value”: 1.3, “color”: ${“def.colorRating.good” } },
{ “value”: 2.0, “color”: ${“def.colorRating.very_good”} },
{ “value”: 15, “color”: ${“def.colorRating.unique” } }
],
// Dynamic color by average frags per battle on current tank
“tfb”: [
{ “value”: 0.6, “color”: ${“def.colorRating.very_bad” } },
{ “value”: 0.8, “color”: ${“def.colorRating.bad” } },
{ “value”: 1.0, “color”: ${“def.colorRating.normal” } },
{ “value”: 1.3, “color”: ${“def.colorRating.good” } },
{ “value”: 2.0, “color”: ${“def.colorRating.very_good”} },
{ “value”: 15, “color”: ${“def.colorRating.unique” } }
],
// Dynamic color by average number of spotted enemies per battle on current tank
“tsb”: [
{ “value”: 0.6, “color”: ${“def.colorRating.very_bad” } },
{ “value”: 0.8, “color”: ${“def.colorRating.bad” } },
{ “value”: 1.0, “color”: ${“def.colorRating.normal” } },
{ “value”: 1.3, “color”: ${“def.colorRating.good” } },
{ “value”: 2.0, “color”: ${“def.colorRating.very_good”} },
{ “value”: 15, “color”: ${“def.colorRating.unique” } }
],
// Dynamic color by WN8 effective damage
“wn8effd”: [
{ “value”: 0.6, “color”: ${“def.colorRating.very_bad” } },
{ “value”: 0.8, “color”: ${“def.colorRating.bad” } },
{ “value”: 1.0, “color”: ${“def.colorRating.normal” } },
{ “value”: 1.3, “color”: ${“def.colorRating.good” } },
{ “value”: 2.0, “color”: ${“def.colorRating.very_good”} },
{ “value”: 15, “color”: ${“def.colorRating.unique” } }
],
// Dynamic color by damage rating (percents for marks on gun)
“damageRating”: [
{ “value”: 20, “color”: ${“def.colorRating.very_bad” } }, // 20% of players
{ “value”: 60, “color”: ${“def.colorRating.bad” } }, // better than 20% of players
{ “value”: 90, “color”: ${“def.colorRating.normal” } }, // better than 60% of players
{ “value”: 99, “color”: ${“def.colorRating.good” } }, // better than 90% of players
{ “value”: 99.9, “color”: ${“def.colorRating.very_good”} }, // better than 99% of players
{ “value”: 101, “color”: ${“def.colorRating.unique” } } // better than 99.9% of players
],
// Dynamic color by hit ratio (percents of hits)
“hitsRatio”: [
{ “value”: 47.5, “color”: ${“def.colorRating.very_bad” } },
{ “value”: 60.5, “color”: ${“def.colorRating.bad” } },
{ “value”: 68.5, “color”: ${“def.colorRating.normal” } },
{ “value”: 74.5, “color”: ${“def.colorRating.good” } },
{ “value”: 78.5, “color”: ${“def.colorRating.very_good”} },
{ “value”: 101, “color”: ${“def.colorRating.unique” } }
]
}
}
The alpha values for alpha macros are defined in alpha.xc, which are also all user-configurable.
Default XVM alpha.xc config
Spoiler/**
* Options for dynamic transparency. Values from smallest to largest.
*/
{
// Dynamic transparency by various statistical parameters.
“alphaRating”: {
“very_bad”: “100”, // very bad
“bad”: “70”, // bad
“normal”: “40”, // normal
“good”: “10”, // good
“very_good”: “0”, // very good
“unique”: “0” // unique
},
// Dynamic transparency by remaining health points.
“alphaHP”: {
“very_low”: “100”, // very low
“low”: “75”, // low
“average”: “50”, // average
“above_average”: “0” // above-average
},
“alpha”: {
// Dynamic transparency by spotted status
“spotted”: {
“neverSeen”: 100,
“lost”: 100,
“spotted”: 100,
“dead”: 100,
“neverSeen_arty”: 100,
“lost_arty”: 100,
“spotted_arty”: 100,
“dead_arty”: 100
},
// Dynamic transparency by remaining health.
“hp”: [
{ “value”: 200, “alpha”: ${“alphaHP.very_low” } },
{ “value”: 400, “alpha”: ${“alphaHP.low” } },
{ “value”: 1000, “alpha”: ${“alphaHP.average” } },
{ “value”: 9999, “alpha”: ${“alphaHP.above_average”} }
],
// Dynamic transparency by percentage of remaining health.
“hp_ratio”: [
{ “value”: 10, “alpha”: ${“alphaHP.very_low” } },
{ “value”: 25, “alpha”: ${“alphaHP.low” } },
{ “value”: 50, “alpha”: ${“alphaHP.average” } },
{ “value”: 101, “alpha”: ${“alphaHP.above_average”} }
],
// Dynamic transparency for XVM Scale
“x”: [
{ “value”: 16.5, “alpha”: ${“alphaRating.very_bad” } },
{ “value”: 33.5, “alpha”: ${“alphaRating.bad” } },
{ “value”: 52.5, “alpha”: ${“alphaRating.normal” } },
{ “value”: 75.5, “alpha”: ${“alphaRating.good” } },
{ “value”: 92.5, “alpha”: ${“alphaRating.very_good”} },
{ “value”: 999, “alpha”: ${“alphaRating.unique” } }
],
// Dynamic transparency by efficiency
“eff”: [
{ “value”: 615, “alpha”: ${“alphaRating.very_bad” } },
{ “value”: 870, “alpha”: ${“alphaRating.bad” } },
{ “value”: 1175, “alpha”: ${“alphaRating.normal” } },
{ “value”: 1525, “alpha”: ${“alphaRating.good” } },
{ “value”: 1850, “alpha”: ${“alphaRating.very_good”} },
{ “value”: 9999, “alpha”: ${“alphaRating.unique” } }
],
// Dynamic transparency by WN6 rating
“wn6”: [
{ “value”: 460, “alpha”: ${“alphaRating.very_bad” } },
{ “value”: 850, “alpha”: ${“alphaRating.bad” } },
{ “value”: 1215, “alpha”: ${“alphaRating.normal” } },
{ “value”: 1620, “alpha”: ${“alphaRating.good” } },
{ “value”: 1960, “alpha”: ${“alphaRating.very_good”} },
{ “value”: 9999, “alpha”: ${“alphaRating.unique” } }
],
// Dynamic transparency by WN8 rating
“wn8”: [
{ “value”: 380, “alpha”: ${“alphaRating.very_bad” } },
{ “value”: 860, “alpha”: ${“alphaRating.bad” } },
{ “value”: 1420, “alpha”: ${“alphaRating.normal” } },
{ “value”: 2105, “alpha”: ${“alphaRating.good” } },
{ “value”: 2770, “alpha”: ${“alphaRating.very_good”} },
{ “value”: 9999, “alpha”: ${“alphaRating.unique” } }
],
// Dynamic transparency by WG rating
“wgr”: [
{ “value”: 2495, “alpha”: ${“alphaRating.very_bad” } },
{ “value”: 4345, “alpha”: ${“alphaRating.bad” } },
{ “value”: 6425, “alpha”: ${“alphaRating.normal” } },
{ “value”: 8625, “alpha”: ${“alphaRating.good” } },
{ “value”: 10040, “alpha”: ${“alphaRating.very_good”} },
{ “value”: 99999, “alpha”: ${“alphaRating.unique” } }
],
// Dynamic transparency by win percent
“winrate”: [
{ “value”: 46.5, “alpha”: ${“alphaRating.very_bad” } },
{ “value”: 48.5, “alpha”: ${“alphaRating.bad” } },
{ “value”: 52.5, “alpha”: ${“alphaRating.normal” } },
{ “value”: 57.5, “alpha”: ${“alphaRating.good” } },
{ “value”: 64.5, “alpha”: ${“alphaRating.very_good”} },
{ “value”: 101, “alpha”: ${“alphaRating.unique” } }
],
// Dynamic transparency by kilo-battles
“kb”: [
{ “value”: 2, “alpha”: ${“alphaRating.very_bad” } },
{ “value”: 6, “alpha”: ${“alphaRating.bad” } },
{ “value”: 16, “alpha”: ${“alphaRating.normal” } },
{ “value”: 30, “alpha”: ${“alphaRating.good” } },
{ “value”: 43, “alpha”: ${“alphaRating.very_good”} },
{ “value”: 999, “alpha”: ${“alphaRating.unique” } }
],
// Dynamic transparency by average level of player tanks
“avglvl”: [
{ “value”: 2, “alpha”: ${“alphaRating.very_bad” } },
{ “value”: 3, “alpha”: ${“alphaRating.bad” } },
{ “value”: 5, “alpha”: ${“alphaRating.normal” } },
{ “value”: 7, “alpha”: ${“alphaRating.good” } },
{ “value”: 9, “alpha”: ${“alphaRating.very_good”} },
{ “value”: 11, “alpha”: ${“alphaRating.unique” } }
],
// Dynamic transparency by battles on current tank
“t_battles”: [
{ “value”: 100, “alpha”: ${“alphaRating.very_bad” } },
{ “value”: 250, “alpha”: ${“alphaRating.bad” } },
{ “value”: 500, “alpha”: ${“alphaRating.normal” } },
{ “value”: 1000, “alpha”: ${“alphaRating.good” } },
{ “value”: 1800, “alpha”: ${“alphaRating.very_good”} },
{ “value”: 99999, “alpha”: ${“alphaRating.unique” } }
],
// Dynamic transparency by average damage on current tank
“tdb”: [
{ “value”: 500, “alpha”: ${“alphaRating.very_bad” } },
{ “value”: 750, “alpha”: ${“alphaRating.bad” } },
{ “value”: 1000, “alpha”: ${“alphaRating.normal” } },
{ “value”: 1800, “alpha”: ${“alphaRating.good” } },
{ “value”: 2500, “alpha”: ${“alphaRating.very_good”} },
{ “value”: 9999, “alpha”: ${“alphaRating.unique” } }
],
// Dynamic transparency by average damage efficiency on current tank
“tdv”: [
{ “value”: 0.6, “alpha”: ${“alphaRating.very_bad” } },
{ “value”: 0.8, “alpha”: ${“alphaRating.bad” } },
{ “value”: 1.0, “alpha”: ${“alphaRating.normal” } },
{ “value”: 1.3, “alpha”: ${“alphaRating.good” } },
{ “value”: 2.0, “alpha”: ${“alphaRating.very_good”} },
{ “value”: 15, “alpha”: ${“alphaRating.unique” } }
],
// Dynamic transparency by average frags per battle on current tank
“tfb”: [
{ “value”: 0.6, “alpha”: ${“alphaRating.very_bad” } },
{ “value”: 0.8, “alpha”: ${“alphaRating.bad” } },
{ “value”: 1.0, “alpha”: ${“alphaRating.normal” } },
{ “value”: 1.3, “alpha”: ${“alphaRating.good” } },
{ “value”: 2.0, “alpha”: ${“alphaRating.very_good”} },
{ “value”: 15, “alpha”: ${“alphaRating.unique” } }
],
// Dynamic transparency by number of spotted enemies per battle on current tank
“tsb”: [
{ “value”: 0.6, “alpha”: ${“alphaRating.very_bad” } },
{ “value”: 0.8, “alpha”: ${“alphaRating.bad” } },
{ “value”: 1.0, “alpha”: ${“alphaRating.normal” } },
{ “value”: 1.3, “alpha”: ${“alphaRating.good” } },
{ “value”: 2.0, “alpha”: ${“alphaRating.very_good”} },
{ “value”: 15, “alpha”: ${“alphaRating.unique” } }
]
}
}
Taking all that into practical use, in the example below for player’s name in OTMs (taken from markersAliveNormal.xc), we set the player’s name color according to his WN8 stat.
…
“playerName”: {
“name”: “Player name”,
“visible”: true,
“x”: 0,
“y”: -51,
“alpha”: “{{a:wn8}“, <<<< player’s name alpha is set according to his WN8 stat.
“color”: “{{c:wn8}“, <<<< player’s name color is set according to his WN8 stat.
“font”: {
“name”: “$FieldFont”,
“size”: 13,
“align”: “center”,
“bold”: false,
“italic”: false
},
“shadow”: {
“alpha”: 100,
“color”: “0x000000”,
“angle”: 45,
“distance”: 0,
“size”: 6,
“strength”: 200
},
“format”: “<font size='{{battletype?13|{{squad?13|0}}}}’>{{name}}</font>”
},
…
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