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Crosshair health color customisability
Posted: Wed Jan 24, 2007 2:54 pm
by Project Shadowcat
How it is, the crosshair color is fixed to strictly 1-33% in red, 34-48% orange, 49-70% yellow, and 71%+ green. Is there any possibility to be able to change that, or make provisions to do such? Especially when the max-health of some mods, such as Cold As Hell, Gunsmith Cats, or my project in the works only has a max-health rating of 50 points? This means players can see at best yellow, and only if they're at peak health.
One idea is to change that at your will in the console. Another idea is that for those mods with low HPs to change those settings WAD-specific.
If it's already in, put the dunce-cap on me and call me blind.
Posted: Wed Jan 24, 2007 7:16 pm
by Anakin S.
That would be cool. You could even have a more gradual color progression, where 80-100 health would be green, 60-80 would be yellow-green, 40-60 yellow, 20-40 orange, and 0-20 red.
Posted: Sat Feb 03, 2007 9:00 am
by David Ferstat
More useful would be either:
The ability to set the crosshair colour (currently set by the console variable crosshaircolor) through ACS, or
The ability to assign a table of player health values and crosshair colours that the crosshaircolor cvar could refer to.
Personally, I'd prefer to have the former, because this could also be used to change the crosshair colour dependant upon the target. For example, the crosshair could change to red if you targeted a friendly. Of course, it would also be useful to set the specific crosshair this way also; a big red "X" would be even harder to miss.
Posted: Sat Feb 17, 2007 1:02 pm
by Illdo

Or you could even have even more gradual progression. First, the crosshair would smoothly change color from green to yellow, and then yellow to red. For example it might be 00FF00 at 100% health, then - as the player takes damage - add in red so the crosshair will slowly turn yellow.
I hope you somehow understood what I mean.
Posted: Sat Feb 17, 2007 5:06 pm
by randi
Illdo wrote:you could even have even more gradual progression.
It already does that; you just can't see it because there aren't enough intermediate colors in the palette.
Posted: Sat Feb 17, 2007 6:03 pm
by BouncyTEM
I personally think it should turn blue when it's 101% or higher. but that's just me. but I certainly approve of this.
Posted: Sat Feb 17, 2007 6:28 pm
by Matt
It makes sense, but a blue crosshair is just painful to look at.
Posted: Sun Feb 18, 2007 2:18 am
by Project Shadowcat
PDF disagrees.
Wait, so if it's gradual now (which explains the funky, uneven numbers), is there a cvar to set what the maxhealth thing is for the crosshair health?
Posted: Tue Mar 06, 2007 1:02 pm
by Sticky
A little bit of a bump....
More customability here really would be useful, at least for me. I deathmatch exclusively on levels where there are megaspheres, so for me the current values are mostly useless. For instance, I would want to turn yellow at around 135, and red around 50. Against my opponent, anything under 80 is low health, not 30 or whatever it is now.

Posted: Wed Mar 07, 2007 12:56 pm
by Cutmanmike
You could just turn off crosshair health if you don't like what it's doing now

Posted: Wed Mar 14, 2007 10:52 pm
by Project Shadowcat
The indicator is highly nice. I'm saying mostly for purposes of where maximum health ... won't be 100%.
Posted: Thu Mar 15, 2007 3:35 am
by Cutmanmike
We already have a bunch of idicatiors that you're getting your ass kicked though. The HUD has the actual number you can keep an eye on as well as the face getting all bloody and pounded. You also have the pain sound and the red fade you get when you're damaged
I'd rather keep mine green. Sometimes when it's red and i'm playing on a hellish level I HAVE to find health to be able to point at stuff.
Posted: Thu Mar 15, 2007 9:23 am
by HotWax
And every indicator is based on a default of 100% "maximum" health.

Posted: Thu Mar 15, 2007 8:58 pm
by Project Shadowcat
Cutmanmike wrote:We already have a bunch of idicatiors that you're getting your ass kicked though. The HUD has the actual number you can keep an eye on as well as the face getting all bloody and pounded. You also have the pain sound and the red fade you get when you're damaged

When you're slugging it out with your enemies you can't tell right off the bat if it's 16% or 76% health, even with an easier to read Status Bar or HUD. I use my crosshairs a lot to get a general reading of to either continue pounding them or to get the hell out of the way.
I'd rather keep mine green. Sometimes when it's red and i'm playing on a hellish level I HAVE to find health to be able to point at stuff.
I usually don't require crosshairs, but at least they're nice for sniping. And, again, you got an approximate idea of your condition right there. I mean.
Right. There.
HotWax wrote:And every indicator is based on a default of 100% "maximum" health.
As I said before; not all modifications support 100 HP as the maximum. Look at
Cold As Hell and
Gunsmith Cats: Russian Roulette, where you only get 50 HP. Some mods may be lower or higher.
I doubt that this will take much work to implement if it's even considered.
Posted: Fri Mar 16, 2007 10:08 am
by HotWax
That was exactly my point.
