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Here's the deal, I hate the tracking and resizing option for my guns and I want to have a plain static cross hair that stays in the middle of the screen. However, when I set my gun to use that type of crosshair, the gun doesn't fire where the crosshair is. Instead it fires off the side by a good bit. There's no way I'm going to tweak the gun a million times to get the crosshair and gun to line up, and currently even I did manage to get it line up somewhat, it still wouldn't fire where the crosshair point when looking down. So how do I fix this? Or is this something that has to be worked in the core, to get the gun to fire directly at a static and unmovable crosshair right in the middle of your screen?

Another thing, how do I prevent my gun from going right through walls, in games like Unreal Tournament, and Halo 2, I can get really close to the wall, much closer than Dim3, but the gun never fires through the wall, this needs to be fixed, as ALL the demo guns do it, and my guns do it too.
Shoot a proj from the center of your screen that's invisible and make the gunflash come off like normal.
How do I do that?
Wait, what if it's a tracer round? Or a laser? Then you'd see it coming out from the middle.
Brian, can you do something to keep the crosshiers from sticking to walls. Make the bullet spawn from the player's head if you have to.
It HAS to spawn from the gun, yet still hit the crosshair target.
Alexander Smith Wrote:It HAS to spawn from the gun, yet still hit the crosshair target.

This is a very big problem for me. When I added the animation based particles, it made game creation 100 times easier, but it forces me to keep the weapons as part of the 3D world (instead of pasted on 2D as in other games.) It's more realistic, but less what you are accustomed to.

Also, the engine being generic and needing to script weapons also puts me at a disadvantage.

Let me get done with what I'm doing now and see if I can't come up with some solution. I can probably come up with a hack for hit-scan weapons, but projectile weapons need to fly through the air and a cursor that tracks it is the only way to make sure they land where the crosshair lays.

There is an option to turn off the resizing of the crosshair.

[>] Brian
The problem is that bullets spawn from the tip of the weapon in hand model. But if you could see that model in 3rd person it's actually the size of the player himself. So the barrel of your gun is running into walls long before the player himself is. This needs to be fixed.
ggadwa Wrote:
Alexander Smith Wrote:It HAS to spawn from the gun, yet still hit the crosshair target.

This is a very big problem for me. When I added the animation based particles, it made game creation 100 times easier, but it forces me to keep the weapons as part of the 3D world (instead of pasted on 2D as in other games.) It's more realistic, but less what you are accustomed to.

Also, the engine being generic and needing to script weapons also puts me at a disadvantage.

Let me get done with what I'm doing now and see if I can't come up with some solution. I can probably come up with a hack for hit-scan weapons, but projectile weapons need to fly through the air and a cursor that tracks it is the only way to make sure they land where the crosshair lays.

There is an option to turn off the resizing of the crosshair.

[>] Brian

Even with resizing off, it's still mega ugly. I'm not a coder, so I can't tell you what to do, but it needs to be fixed some way. Tracking is alright for 3rd person, and it works great as a laser sight, but it doesn't look good for a regular crosshair.
the problem is this:
The gun is under the eye. So when you shoot far away your bullet reaches the middle of the screen. If you shoot near the bullet wont reach the middle of the screen.

Solution:
make the gun be closer to the eye. the weapon's end needs almost to be in the middle of the screen.

I checked this in wolfenstein: the crosshair is fixed in the middle of the screen but when you stand in front of a wall the bullet-hole next to the crosshair. But the distance is just made minimal by putting the gun in the middle of the screen.
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