Logically I'd call it crosshair_independent.
Also, the 55 is made up of ARGB, size, crosshair # variables for the nine weapons, plus your master variable?
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//Crosshair Red Green Blue Alpha Size
//0-n, 0-1, 0 - 1, 0 -1, 0 - 1, 0.2 - n
crosshair_toy 1
crosshair1 "51 0 0 1 1 1" // blue, 100% alpha & normal size
crosshair2 "52 0 1 0 1 2" // green, 100% alpha & double size
crosshair3 "53 0 1 1 1 3" // cyan, 100% alpha & triple size
crosshair4 "54 1 0 0 1 4" // red, 100% alpha & quadruple size
crosshair5 "55 1 0 1 1 3" // pink, 100% alpha & triple size
crosshair6 "56 1 1 0 1 2" // yellow, 100% alpha & double size
crosshair7 "57 1 1 1 1 1" // white, 100% alpha & normal size
crosshair8 "58 0 0 0 1 2" // black, 100% alpha & double size
crosshair9 "59 1 1 1 1 0.5" // white, 100% alpha & half size
while (COM_ParseToken_Simple(&qwer1, true, false))
+ {
+ a = atof(com_token);
+ crosshair_n[j][i] = a;
+ i++;
+ }
float crosshair_n[22][6];
victim wrote:I did finish the crosshair / weapon script, but it was a modification of the Darkplaces game engine not Nexuiz CSQC. Nexuiz now has the potential for 23 weapons which means a huge number of variables to work with. I currently don't know how to convert the following from C to QC
- Code: Select all
while (COM_ParseToken_Simple(&qwer1, true, false))
+ {
+ a = atof(com_token);
+ crosshair_n[j][i] = a;
+ i++;
+ }
Then I need to find some efficient way to store all the crosshair info, probably a big array
- Code: Select all
float crosshair_n[22][6];
DivVerent's idea of using aliases seems a better way to do it. I also gave up because the original poster failed to reply.
Your new menu window is good idea, but I would like to see a weapon window. Featuring a picture and a description of each weapon, plus an option to select a crosshair (and size, colour etc) or use the default. As well as changing the weapon priority.
zuriastrad wrote:i like to play without the weapon model so weapon specific crosshairs sound like a nice idea to me.
r_drawviewmodel "0"
(in case someone asks)
Ed wrote:zuriastrad wrote:i like to play without the weapon model so weapon specific crosshairs sound like a nice idea to me.
r_drawviewmodel "0"
(in case someone asks)
This may seem like the stupidest question ever, but if you're not able to identify the weapon you're using, shouldn't you play with the view model on? Fixed.
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