0000105: A_SetCrosshairColor

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Expand view Topic review: 0000105: A_SetCrosshairColor

Re: 0000105: A_SetCrosshairColor

by nazakomu » Mon Jul 17, 2017 6:58 am

Major Cooke wrote:Doesn't look like it'll be too difficult to work with
Yeah, you could create something similar to how A_OverlayFlags (and et al.) pairs with A_Overlay.

So the new function can be a color setup of some sort for DrawImage that is separated like the above.

Good luck on the endeavor — I will enjoy this for sure. :mrgreen:

Re: 0000105: A_SetCrosshairColor

by Major Cooke » Sun Jul 16, 2017 9:52 pm

Doesn't look like it'll be too difficult to work with so I'll try coming up with something.

Re: 0000105: A_SetCrosshairColor

by nazakomu » Sun Jul 16, 2017 5:15 pm

Major Cooke wrote:DrawImage just needs to have its color settings exposed, or another function made I think...
I second this, the latter sounds more plausible since there can be more room for flexibility in color(s). I had (and still have) some issues in my own situation when it comes to tinkering around with the colors for DrawImage..

Re: 0000105: A_SetCrosshairColor

by Major Cooke » Sun Jul 16, 2017 2:37 pm

DrawImage just needs to have its color settings exposed, or another function made I think...

0000105: A_SetCrosshairColor

by Accensus » Sun Apr 30, 2017 1:36 pm

https://mantis.zdoom.org/view.php?id=105

Code: Select all

Summary	0000105: A_SetCrosshairColor
Description	This is in the Feature Suggestions forum, but since we've moved on to Mantis, I'll also suggest it here. Feel free to close the thread there: https://forum.zdoom.org/viewtopic.php?f=15&t=54005

Crosspost from thread:

"This should help modders who want to match the crosshair color to the weapon color theme.
Example: D4D's BFG is green. The crosshair would match well if it was green, too. Being able to set the color directly through DECORATE/ACS would be a nice feature to have."

Re: A_SetCrosshairColor

by Accensus » Tue Dec 20, 2016 5:15 pm

Is/will this (be) possible with ZScript?

Re: A_SetCrosshairColor

by Accensus » Wed Nov 02, 2016 3:48 am

Crosshair reflects player health, of course.

Re: A_SetCrosshairColor

by Shadow Hog » Wed Nov 02, 2016 12:58 am

How would this play with the "crosshair reflects player health" option, out of curiosity? Which gets priority?

Re: A_SetCrosshairColor

by NeuralStunner » Mon Oct 31, 2016 10:14 am

Sounds reasonable (and useful, of course) to me!

What comes to mind most readily:
  • Make the crosshairs for your mod match the scheme of your HUD.
  • Through proper application of linetarget checking, you could change the color based on what you're aiming at. (Allies, enemies, objects of interest, etc.)
  • If you felt like giving your mod insane levels of customizability, you could also set up custom cvars for UT2-style per-weapon crosshair selection.

A_SetCrosshairColor

by Accensus » Sat Oct 29, 2016 5:44 pm

This should help modders who want to match the crosshair color to the weapon color theme.
Example: D4D's BFG is green. The crosshair would match well if it was green, too. Being able to set the color directly through DECORATE/ACS would be a nice feature to have.

The only issue I stumbled across when I thought of the idea was: "What if somebody wanted to force a specific color?"
I reckon the answer to that would be a Force Crosshair Color on/off switch in the HUD menu.

Is something like this doable?

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