Announcement

Collapse
No announcement yet.

No crosshair in editor ? WHy

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    No crosshair in editor ? WHy

    This sucks guys i cant figure out why i dont see crosshair on the screen when playing map from editor.

    Is there something in config file that i might have messed up ? although i dont think i went there.

    Can you give me a hint please ?
    Thanks

    #2
    You didn't mess anything up. By default there is no cross hair. I'm unaware as to if there is a way to get one to show up though.

    Comment


      #3
      This blows.
      Its so annoying to press +++ just to se full HUD and now there is no crosshair at all ?
      Man.............. !

      Comment


        #4
        Least of you're worries........ trust me

        Comment


          #5
          it's been like that since patch 2.0. i posted a thread about this a while back... i guess no one has figured out a way to get it back.

          very annoying indeed!!!

          Comment


            #6
            Originally posted by apophis3d View Post
            Least of you're worries........ trust me
            Hah, very true...

            Comment


              #7
              Any one can make a mod to fix it???
              Thanks

              Comment


                #8
                maybe some clever person can override the Editorplayer.

                - it is my understanding that this would be hard to do;

                - Editor.EditorPlayer does not seem to have crosshair; looks like its only in the local player; engine.engineplayer


                - not sure why you would want to spend so much time worrying about such a "useless feature"
                - maybe you should just Pop Open your UT3.EXE with a command line like
                "-Useunpublished"

                Comment


                  #9
                  Originally posted by TKBS View Post
                  - Editor.EditorPlayer does not seem to have crosshair; looks like its only in the local player; engine.engineplayer
                  The EnginePlayer and the EditorPlayer has nothing to do with a HUD or any game specific element - in general.

                  Originally posted by TKBS View Post
                  - not sure why you would want to spend so much time worrying about such a "useless feature"
                  - maybe you should just Pop Open your UT3.EXE with a command line like
                  "-Useunpublished"
                  Useunpublished is the command for allowing the instance of UT3 to only choose content of the Unpublished folder AND NOT the published folder. If you start the editor, this flag is automatically added (/chosen).


                  However:
                  The bug (or missing implementation) comes from the part, that the profile of a player is not loaded. Loading the profile is important as it sets a value for the Hud. The scaling value for the Crosshair size depends on the Mouse strength. This value has no default value which causes the "no crosshair" effect.


                  Workaround:
                  Type the following command into the console (Log, F10 console or Chat tab (without the say/teamsay command))
                  Code:
                  set UTHud ConfiguredCrosshairScaling 1.0
                  PS: "???" looks and feels demanding.

                  Comment


                    #10
                    Change the title of this thread to;

                    No crosshair in editor ? [SOLVED]

                    - Cool tip! nice solution rattleSN4K3;
                    - i assume that if you can do that in editor [manipulate the HUD]
                    - you can also call other HUD functions// correct?

                    - like ...
                    ShowHUD
                    - and stuff like that -
                    - which would obv hide HUD but lol you know

                    Comment


                      #11
                      You can add this little Kismet sequence to your map instead of typing it into the console every time: (just remember to delete it before releasing your map).




                      Or Copy > Paste the following code into Kismet:
                      Code:
                      Begin Object Class=SeqEvent_LevelLoaded Name=SeqEvent_LevelLoaded_1 Archetype=SeqEvent_LevelLoaded'Engine.Default__SeqEvent_LevelLoaded'
                         MaxWidth=172
                         OutputLinks(0)=(Links=((LinkedOp=SeqAct_ConsoleCommand'SeqAct_ConsoleCommand_1')),DrawY=-16)
                         ObjInstanceVersion=1
                         ParentSequence=Sequence'Main_Sequence'
                         ObjPosX=348
                         ObjPosY=-82
                         DrawWidth=106
                         Name="SeqEvent_LevelLoaded_1"
                         ObjectArchetype=SeqEvent_LevelLoaded'Engine.Default__SeqEvent_LevelLoaded'
                      End Object
                      Begin Object Class=SeqAct_ConsoleCommand Name=SeqAct_ConsoleCommand_1 Archetype=SeqAct_ConsoleCommand'Engine.Default__SeqAct_ConsoleCommand'
                         Command="set UTHud ConfiguredCrosshairScaling 1.0"
                         InputLinks(0)=(DrawY=-16)
                         OutputLinks(0)=(DrawY=-16)
                         VariableLinks(0)=(LinkedVariables=(SeqVar_Player'SeqVar_Player_0'),DrawX=580)
                         ObjInstanceVersion=1
                         ParentSequence=Sequence'Main_Sequence'
                         ObjPosX=516
                         ObjPosY=-50
                         DrawWidth=129
                         DrawHeight=61
                         Name="SeqAct_ConsoleCommand_1"
                         ObjectArchetype=SeqAct_ConsoleCommand'Engine.Default__SeqAct_ConsoleCommand'
                      End Object
                      Begin Object Class=SeqVar_Player Name=SeqVar_Player_0 Archetype=SeqVar_Player'Engine.Default__SeqVar_Player'
                         ObjInstanceVersion=1
                         ParentSequence=Sequence'Main_Sequence'
                         ObjPosX=548
                         ObjPosY=54
                         DrawWidth=32
                         DrawHeight=32
                         Name="SeqVar_Player_0"
                         ObjectArchetype=SeqVar_Player'Engine.Default__SeqVar_Player'
                      End Object

                      Comment

                      Working...
                      X