Page 1 of 1

Need info on some /crosshair* commands

PostPosted: 22 Aug 2011, 21:28
by fluxord
Hi, once again I'm starting to mess around with crosshairs..

I need some information about these variables:
/crosshairthrob, valid range is 0.0001 and 1000.0 -- What does it do?
/crosshairtone, valid range is 0..4 -- Why only 4 colors? Are they teamcolors?
Example picture:
Image
/crosshairflash, valid values are 0 and 1 -- For what is this used for?

Are these ones correct?
/crosshairblend, valid range is 0.0 .. 1.0 -- transparency of crosshair while still.
/crosshairaccamt, valid range is 0.0 .. 1.0 -- transparency of crosshair while moving.

Help is greatly appreciated. Thanks.

Re: Need info on some /crosshair* commands

PostPosted: 22 Aug 2011, 23:46
by ZeroKnight
crosshairthrob: If you notice, when your health is recovering, the crosshair throbs just slightly. The value you enter for this command is how big the crosshair will get when it throbs. I found it distracting, so I just put it on the min value.

crosshairtone: Changes the color of the crosshair. 0 uses no color. 1 will change it to your profile color. 2 will change it to Team Color, which includes turning it grey when neutral. 3 will use team color, however ONLY for team games. If neutral, it will be your profile color. 4 will use your profile color, however ONLY for team games. If neutral, the neutral grey color will be used.

crosshairflash: If you noticed, when your health is at a critical level, your crosshair will slowly flash red. This turns that effect on/off. I also found that to be a bit distracting, so I just turned it off.

As for the last two, I have no idea what crosshairblend does. Played with a few values, but I noticed no change.
crosshairaccamt basically means (crosshair accuracy amount). This will change the opacity of the crosshair based on how accurate your shot is going to be. As you know, the faster you're moving in RE, the less accurate you are. The less visible the crosshair is, the less accurate you are. However, I do not know why the value range is needed. My guess is that it's to keep track up to the percentage you entered, but if you want a noticeable effect, I would just go with the max 1

Hope I helped, fluxord.

Re: Need info on some /crosshair* commands

PostPosted: 23 Aug 2011, 02:50
by fluxord
Thanks a lot for explaining that! Stuff like that should go on a Wiki page for variables/commands.

Also:
/crosshairblend seems to be the transparency of the crosshair while not moving, and
/crosshairaccamt as you stated, it seems to be just the opposite (transparency level while moving, or accuracy amount...).
Although you only notice it if you use a big crosshair (/crosshairsize 0.75).

Thanks anyway!

Re: Need info on some /crosshair* commands

PostPosted: 23 Aug 2011, 23:31
by ZeroKnight
Sure thing, fluxord ^^ I like helping others.

I'll believe you on crosshairblend, for whatever reason I happened to not notice a change. (Supernova, didn't test on SVN)
And the second one is definitely based on accuracy, as it was stated in a comment in the source. (engine/hud.cpp)

Re: Need info on some /crosshair* commands

PostPosted: 24 Aug 2011, 01:14
by qreeves
fluxord {l Wrote}:/crosshairblend seems to be the transparency of the crosshair while not moving, and
/crosshairaccamt as you stated, it seems to be just the opposite (transparency level while moving, or accuracy amount...)

crosshairblend is the base blend level for the crosshair, this is applied at all times. This is added or subtracted from by other crosshair effects (things like accamt subtract, and others like throb add).
crosshairaccamt is the amount which accuracy skewing (when you move, etc you are less accurate) subtracts from the blend level of the crosshair. For example, at "1" it would make the maximum level fully transparent, and thus the crosshair would disappear if you were at maximum accuracy skewing.

Re: Need info on some /crosshair* commands

PostPosted: 24 Aug 2011, 01:31
by fluxord
Recently I played other FPS games, and I liked their crosshairs; also I noticed that my crosshairs for RE sucked so...
Soon (this night I hope) I'm going to work on a better crosshair pack for RE, and I want to add a selection+customization menu for crosshairs.

This said, thank you very much for the info!

Re: Need info on some /crosshair* commands

PostPosted: 24 Aug 2011, 10:47
by YaRo
Recently I played other FPS games, and I liked their crosshairs; also I noticed that my crosshairs for RE sucked so...
Soon (this night I hope) I'm going to work on a better crosshair pack for RE, and I want to add a selection+customization menu for crosshairs.


Have alrd made customization system, with color select and etc. And also made a pack of xhairs, so i will post them also, if you wanna made pack, so please do some, that will suit per-weapon xhair style

Re: Need info on some /crosshair* commands

PostPosted: 24 Aug 2011, 20:36
by YaRo
Image that how it looks (xhair system)

The last i need to do is to remake last column (that category is named "simple crosshairs")

Re: Need info on some /crosshair* commands

PostPosted: 24 Aug 2011, 21:38
by fluxord
YaRo {l Wrote}:Image that how it looks (xhair system)
The last i need to do is to remake last column (that category is named "simple crosshairs")

Oh wow, looks very nice!

I was thinking on making a Crosshair GUI, similar to Sauerbraten's crosshair selection,
but with tabs pages for the different crosshair shapes (Simple | Crosses | Circles | Squares | Triangles, etc.)
However, I have no time ATM to do draw/code anything... :(

Re: Need info on some /crosshair* commands

PostPosted: 26 Aug 2011, 13:39
by YaRo
Oh wow, looks very nice!

I was thinking on making a Crosshair GUI, similar to Sauerbraten's crosshair selection,
but with tabs pages for the different crosshair shapes (Simple | Crosses | Circles | Squares | Triangles, etc.)
However, I have no time ATM to do draw/code anything... :(


Thank you, i will keep working on this, and maybe, just maybe, Mr. Reeves will think about adding this in 1.2