HUD Message Sequence

From Burnout Wiki
aka {{{othernames}}}
No Example
Resource names *.hms
*Sequence name, e.g. DTArmRvSt
Type ID 0x2E
Category Generic
Main Memory only
Imports Unknown
Imported by Unknown


HUD message sequence resources contain a set of HUD message IDs so the messages can be displayed in sequence. It is only used in early development builds. Resources can be found in HUDMESSAGESEQUENCES.HMSC.

This type was removed from Burnout Paradise Remastered on PS4 but reintroduced in the PC and Switch releases.


No structures are available in the debug data. All data is from user research.


Offset Length Type Name Description Comments
0x0 0x8 CgsID mSequenceIdHash Sequence ID
0x8 0xD char[13] macSequenceId Sequence name
0x15 0x3 Padding
0x18 0x4 int32_t miPriority Priority Always 1
0x1C 0x4 int32_t miResourceSize Resource size
0x20 0x4 int32_t miParamCount Number of parameters
0x24 0x20 HudMessageParamTypes[8] maeParams Parameters
0x44 0x4 int32_t miMessageCount Number of messages
0x48 0x180 HudMessageSequenceMessage[8] maMessages Messages


Offset Length Type Name Description Comments
0x0 0x8 CgsID mMessageId Message ID
0x8 0x4 float32_t mfMessageLength Time to display the message in seconds Always 5
0xC 0x10 int32_t[4] maiParam1Ids Parameter IDs 1 All IDs always -1
0x1C 0x10 int32_t[4] maiParam2Ids Parameter IDs 2 All IDs always -1
0x2C 0x4 Padding