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Posted: Mon Jul 24, 2006 23:00
by Zeg-Vok
I'd like to see a big [Yes] in front of this topic's title

Posted: Wed Jul 26, 2006 6:32
by smg m7
And Halo, which does make me sound like a fanboy...
Posted: Wed Jul 26, 2006 14:36
by DaniJ
If you do decide to implement custom crosshairs Graf, you might be interested to read a (rather old) discussion on the topic between Skyjake, deepteam (when he was still speaking to me...) and myself (back when I was still new to the Doomsday code base):
http://forums.newdoom.com/showthread.php?t=26200
Evidently, Risen3D has implemented support for them.
I never did get around to finishing the custom crosshair implementation in Doomsday...
Posted: Sun Nov 19, 2006 10:14
by DoomRater
I've got an idea for custom crosshairs. With the new A_Print parameter allowing someone to choose what font they want, one could make a 'font' of crosshairs and have the Flash state print out a cursor. I'm assuming that A_Print always centers its messages, but if nothing else there's always Global ACS with HudMessage...
Posted: Sat Nov 25, 2006 0:01
by Doomed Soul
I still think that it would be better to implement it from the DECORATE scripting for the weapon using it. How do you know if it's implemented yert?
Posted: Sat Nov 25, 2006 0:28
by DoomRater
A_Print's font feature should be implemented. I can test it really quick, and if so you can implememt it from the weapons. For the people who'd rather have their own crosshairs, make sure there's a toggle switch which can be built out of an inventory item.
Posted: Sat Nov 25, 2006 6:02
by wildweasel
There's a problem with using A_Print for a crosshair - it's going to flood the console.
Posted: Sat Nov 25, 2006 6:08
by DoomRater
We need a new option for it, then. Dang, forgot about that, though why would it print an A to the console in a non-standard font I wonder?
Posted: Sat Nov 25, 2006 9:45
by Graf Zahl
No, we don't. This is abuse of a function and I won't help you with that.
Posted: Sat Nov 25, 2006 20:16
by DoomRater
Grr. Odds are you're going to see a lot more of things like these, and HOPEFULLY some of them you'll see reasonable. Not that I see why this isn't...
Posted: Sun Dec 24, 2006 23:44
by Doomed Soul
Is it in yet?
Posted: Mon Dec 25, 2006 8:34
by wildweasel
No, and I doubt it will be.
Posted: Mon Dec 25, 2006 11:13
by Nash
I have custom crosshairs in a mod I'm messing around with using ACS' CheckWeapon() and HUDMessage functions. It's very easy, really.
That's as far as it goes for per-weapon crosshairs.
Posted: Wed Dec 27, 2006 1:15
by Doomed Soul
Please explain, 'ol buddy, 'ol chap!
Posted: Wed Dec 27, 2006 22:51
by DoomRater
Nash is right- it's rather simple. If you wanted something even more crazy, use Global ACS and write a function similar to...
Code: Select all
Script 1 (int weapontype) { //too lazy to indent
//Add a HUDmessage that draws a crosshair based on what number is passed to it
//make sure it lasts forever
}
In your weapon's Select State, the first thing it should do is call the code and pass whatever number the weapon should be. Not much to it, except looking up HUDMessage syntax and monkeying around with it.