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HUD Rows

Appends, replaces or clears rows in a HUD List element on a pulse — a log, a chat, a scoreboard feed.

Output: none (it writes into its element)

Inputs

Handle Type Meaning
trigger event each pulse applies op once
text number the row to write — a number, or text from a source that gives text (a player's name). Unwired, the card's text is used

Parameters

Parameter Default Options
element (none) the List element to write into — see below
op append append (add the row at the end), set (replace every row with this one), clear (empty the list)
text (empty) the row when nothing is wired into text — a fixed line such as GAME OVER

Known problem in 1.42

The card does not draw its trigger and text sockets yet, so this node cannot be wired in the node editor. For a list that fills itself from per-player numbers, use a Leaderboard; for fixed rows, type them on the List element in the HUD editor.

How the rows behave

  • Once per pulse. The node acts when a new pulse arrives, never every frame, so append adds one row per press.
  • Everyone holds the same rows with nothing extra sent: every player's machine runs the same pulses in the same order.
  • Late joiners do not see rows appended before they arrived — they start from the rows typed on the element. A list that must be right for a joiner should be rebuilt with set, or be a Leaderboard.
  • The list shows its first rows. It holds up to 64, but shows only as many as its row limit (the HUD List node's rows, else the element's max rows). Once the list is full, newer appends are kept but not shown — clear or set to start over.
  • clear empties the pushed rows, so an element with rows typed on it in the HUD editor shows those again.

Picking the element

The List element is made, placed and styled in the HUD editor. On the card, element opens the scene HUD's elements grouped by screen; the pipette button lets you click the element on the HUD editor's stage instead, and Enter id manually... takes a typed id. A name that matches no element shows amber.

Practical example

A press log:

  1. In the HUD editor, add a Button and a List element.
  2. Add a HUD Button picking the button, and a HUD Rows picking the list, op append, text Bell rung.
  3. Wire HUD Button → HUD Rows' trigger.
  4. Each press adds a Bell rung row to the list, on every player's screen.

The example's nodes: a HUD Button and a HUD Rows node set to append the row "Bell rung" — in 1.42 the HUD Rows card has no trigger socket to wire into