If you ever played T1, and maybe even if you didn't, you've probably railed at the fact that the T2 compass, life bar and energy/heat bar are a single GUI object. Even with LabRat's hudMover, you can only move the whole big ugly blob.

Well, I finally looked into it and figured out how to fix that little issue! This script is the result. It creates independant HUDs for the Compass (with integrated radar warning and clock), the health bar, the energy / heat bar, and new, in version 1.1, independant clock and radar warning HUDs. All are hudmover compatible, so you can move them where you like. A bind for "FreeHUDs Options" will apear in your binds list - invoking this will give you an in-game configuration panel that lets you control every aspect of these HUDs. Don't want graphic frames around them? Turn them off. Don't like the sensor HUD? Turn it off! You can even control the transparancy of every object independantly. Take a look at the second screenshot.

A tip: A favorite thing for T1 dogfighters to do was to move the energy bar near your reticle so you could see your energy without looking away during a dogfight. If anything, that's even easier on the eyes with these HUDs, since they're a lot thinner.

Requirements

None! Put this file anywhere under your Tribes2\base directory and the HUDs will appear when next you start T2. If you tire of them, you'll need to remove the file - I didn't provide a toggle that will bring back the original blob.

Future Plans

Code to allow user selection of the skins and size of the HUDs. Skinnable Tribes!

Known problems

I made FreeHUDs function properly under DuelMOD! Previously the HUDs would not appear in the correct locations. 
I fixed the clock time error issue. 
 
 
