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Zoom Crosshair Problem

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  • replied
    Tested it online and it works.

    Leave a comment:


  • replied
    what happens if they die while zoomed

    i had this problem and thought i fixed it but it doesnt seem to work online O_o

    Leave a comment:


  • replied
    :up: THX

    Added the following to PutDown and ClientWeaponThrown in my WeaponClass.

    Works perfect!
    code:
    ==============================================

    simulated function ClientWeaponThrown()
    {
    if( Instigator != none && Instigator.Controller.IsA( 'PlayerController' ) )
    PlayerController(Instigator.Controller).EndZoom();
    PlayerController(Instigator.Controller).MyHud.bCro sshairShow = True;
    Super.ClientWeaponThrown();
    }
    simulated function bool PutDown()
    {
    if( Instigator.Controller.IsA( 'PlayerController' ) )
    PlayerController(Instigator.Controller).EndZoom();
    PlayerController(Instigator.Controller).MyHud.bCro sshairShow = True;
    if ( Super.PutDown() )
    {
    GotoState('');
    return true;
    }
    return false;
    }
    ==============================================

    Leave a comment:


  • replied
    I was only doing this yesterday At first I did it exactly the same as you did, however it doesnt take into account wether the player had crosshairs hidden by default and means that the non-zoomed view will put the crosshair back up wether the player wants it or not

    Create a variable in your fire class that stores the state of the crosshair default for player and restore to that rather than a direct true or false at bringup, putdown and in event of playerdeath.

    Leave a comment:


  • started a topic Zoom Crosshair Problem

    Zoom Crosshair Problem

    Strange crosshair problem, if the player dies with zoom enabled the crosshair is hidden until the player picks up the weapon again!

    code:
    -----------------------------------------------------------------------------------
    simulated event RenderOverlays( Canvas Canvas )
    {
    local PlayerController P;
    local float Scale;

    P = PlayerController(Instigator.Controller);
    LastFOV = PlayerController(Instigator.Controller).DesiredFOV ;

    if ( LastFOV > P.DesiredFOV )
    {
    PlaySound(Sound'WeaponSounds.LightningGun.Lightnin gZoomIn', SLOT_Misc,,,,,false);
    }

    else if ( LastFOV < P.DesiredFOV )
    {
    PlaySound(Sound'WeaponSounds.LightningGun.Lightnin gZoomOut', SLOT_Misc,,,,,false);
    }

    if ( P.DesiredFOV == P.DefaultFOV)
    {
    P.MyHud.bCrosshairShow = True;
    Super.RenderOverlays(Canvas);
    zoomed = false;
    }

    else
    {
    P.MyHud.bCrosshairShow = False;
    SetZoomBlendColor(Canvas);
    scale = Canvas.ClipX/640 * 1.1;
    Canvas.SetPos(0.5 * Canvas.ClipX - 128 * Scale, 0.5 * Canvas.ClipY - 128 * Scale );
    Canvas.Style = ERenderStyle.STY_Translucent;
    Canvas.DrawIcon(Texture'CrapTex.Tex.CrapScope', Scale);
    Canvas.SetPos(0.5 * Canvas.ClipX + 64 * Scale, 0.5 * Canvas.ClipY + 96 * Scale);
    Canvas.DrawColor.R = 0;
    Canvas.DrawColor.G = 155;
    Canvas.DrawColor.B = 255;
    scale = P.DefaultFOV/P.DesiredFOV;
    Canvas.DrawText("X"$int(Scale)$"."$int(10 * scale - 10 * int(Scale)));
    zoomed = true;
    }
    }
    -----------------------------------------------------------------------------
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