Camping rifle scope

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do or dont

DO
6
55%
DONT
1
9%
Needs some changes
4
36%
 
Total votes : 11

Postby [-z-] » Tue Mar 03, 2009 8:11 pm

set crosshair_per_weapon 1
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Postby Kay » Tue Mar 03, 2009 9:34 pm

[-z-] wrote:set crosshair_per_weapon 1


but it only needs to appear if its zoomed in
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Postby Alien » Tue Mar 03, 2009 10:23 pm

Exactly. It's not the same as adding a crosshair.
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Postby [-z-] » Wed Mar 04, 2009 1:23 am

Well then perhaps you need to find someone to code in 2 states per weapon. zoomed in and not.
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Postby tundramagi » Wed Mar 04, 2009 4:19 am

It would be good if the very middle were transparent rather than a black dot: this _will_ improve your aim. I've used both types of crosshairs (ones I made) and the vacated middle was the best for picking out a target and hitting it.
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Postby ai » Wed Mar 04, 2009 10:54 am

I wouldn't say it will improve your aim. It depends on the individual. I for instance have to have a dot (I'm actually playing with the dot ingame) in order to tell my brain that I can hit something. If it is empty in the middle it feels like I am missing the players.
So, transparent in the middle or not is an individual basis nothing one can say that one is better than the other.
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Postby tundramagi » Wed Mar 04, 2009 12:15 pm

Yea but really... It's still better (the dot doesn't obscure the player, allows you to reach beyond your zoom spec). The plink sound tells you if you hit it or not. Try that out for awhile.
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Postby ai » Wed Mar 04, 2009 12:37 pm

I know the hit sound plays when you hit something. But for me for instance, if I have a circle without anything in the middle it distracts me as I don't know when the player is in the middle. Even if the circle is small, it just doesn't coop with my brain having no point that tells what exactly I'm aiming at.
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Postby Kay » Wed Mar 04, 2009 7:17 pm

Thank you for the comments, I would like to hear one who can make script for zoom_in and zoom_out.
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Postby [-z-] » Wed Mar 04, 2009 7:51 pm

Here's as basic as you can get but there are some downfalls to this method, the crosshair is only different when you zoom in and it canvases all weapons based on their crosshair_* definitions

Code: Select all
bind mouse3 +zoom_with_crosshair

alias +zoom_with_crosshair "+zoom; crosshair_per_weapon 1"

alias -zoom_with_crosshair "-zoom; crosshair_per_weapon 0"



Annd the more complicated... smarter way on a PER WEAPON basis...

Code: Select all
crosshair_per_weapon 1

bind mouse3 +zoom_with_crosshair

set crosshair_campingrifle_in "12"
set crosshair_campingrifle_out "14"

crosshair_campingrifle $crosshair_campingrifle_out

alias +zoom_with_crosshair "+zoom ; crosshair_campingrifle $crosshair_campingrifle_in"

alias -zoom_with_crosshair "-zoom ; crosshair_campingrifle $crosshair_campingrifle_out"



the numbers correspond to your crosshair*.tga files in your gfx directory.
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