Need help with custom reticule

In this forum you will find and post information regarding the modding of Star Wars Battlefront 2. DO NOT POST MOD IDEAS/REQUESTS.

Moderator: Moderators

Post Reply
User avatar
hunting shadow
Private First Class
Posts: 79
Joined: Sun Jan 18, 2009 11:37 am
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: Somewhere in the wilderness of Mandalore
Contact:

Need help with custom reticule

Post by hunting shadow »

Ok, my question is this: I made a custom reticule in xsi, copied it in my common/mshs folder, added it to the ingame.req and i also edited the 1playerhud in the hud/pc folder to use it. I added the dc:ingame-stuff in my .lua and munged. The custom reticule works fine ingame, changing color and all that stuff. My only problem is that there's still the stock reticule. Can anybody tell me how to deactivate it? I allready changed the 1playerhud.hud now using the "com_inv_mesh.msh" for the bullseye and the outline, but the stock reticule does'nt disappear.

the important pieces of the ingame.req:
Hidden/Spoiler:
[code] REQN
{
"model"
"all_weap_inf_thermaldetonator"
"cis_weap_inf_thermaldetonator"
"imp_weap_inf_thermaldetonator"
"rep_weap_inf_thermaldetonator"
"com_weap_inf_thermaldetonator"
"com_item_powerup_dual"
"com_weap_inf_grenadethermal"
"com_weap_inf_grenadethermal_ord"
"com_1st_weap_inf_grenadethermal"
"com_weap_inf_torpedo"
"com_1st_weap_inf_torpedo"
"com_weap_inf_medkit"
"com_weap_inf_repairkit"
"com_weap_missile"
"com_bldg_controlzone"
"com_bldg_ctfbase_redteam"
"com_bldg_ctfbase_greenteam"
"com_bldg_ctfbase"
"com_bldg_inf_defenseturret"
"com_icon_alliance"
"com_icon_imperial"
"com_icon_republic"
"com_icon_CIS"
"com_icon_swap"
"com_inv_mesh"
"new_reticule"

"com_weap_probedroid"
"com_smallchunk1"
"com_mediumchunk1"
"com_weap_inf_landmine"
"com_weap_inf_seismic_mine"
"com_weap_inf_detpack"
"coll_drive"
"com_sfx_muzzleflash"
"com_prop_buildzone"
"shell_cube"
"com_weap_inf_binoculars"
"hud_arrow"
"hud_map_fov"
"hud_large_map_fov"
"hud_main_reticule"
"hud_main_reticule_bullseye"
"hud_main_reticule_hit"
"hud_main_reticule_outline"
"hud_main_reticule_criticalhit"
"hud_main_reticule_rocketlockon_active"
"hud_energybar_frame_front"
"hud_energybar_frame_back"
"hud_jetpackbar_frame_front"
"hud_jetpackbar_frame_back"
"hud_vehicle_seatingchart_ai_icon"
"hud_vehicle_seatingchart_empty_icon"
"hud_vehicle_seatingchart_player1_icon"
"hud_weapon_backdrop"
"hud_weapon2_backdrop"
"hud_thermaldetonator"
"hud_detpack_plunger"
"hud_vehicle_lasers"
"hud_vehicle_bombs"
"hud_vehicle_chaingun"
"hud_vehicle_guided_rocket"
"hud_vehicle_flak"
"hud_vehicle_missile"
"hud_vehicle_mortar"
"hud_vehicle_stingers"
"hud_vehicle_recoiless"
"hud_vehicle_torpedo"
"hud_vehicle_beam_cannon"
"hud_hint_backdrop"
"hud_healthbar_frame"
"hud_tooltips_frame"
"hud_infinite_ammo_icon"
"hud_lightsaber"
"hud_force_choke"
"hud_force_saberthrow"
"hud_force_pull"
"hud_force_push"
"hud_force_lightning"
"hud_poison"
"hud_rage"
"hud_rep_weap_defense_buff_icon"
"hud_health_regen"
}



REQN
{
"config"
"hudtransforms"
"1playerhud"
"2playerhud"
"3playerhud"
"4playerhud"
}
}[/code]
The hud segment which is about the reticule:
Hidden/Spoiler:
[code]Group("player1reticule")
{
EventPosition("player1.weapon1.reticule.position")
Position(0.500000, 0.5000, 0.000000, "Viewport")
Scale(0.8000, 0.8000, 0.8000)
PropagateAlpha(1)
Alpha(1.0000)
EventEnable("player1.weapon1.reticule.position")
EventDisable("player1.weapon1.reticule.disable")
EventAlpha("player1.reticule.alpha")

Model3D("player1reticule_shape")
{
Mesh("new_reticule")
Scale(0.160000, 0.160000, 0.160000)
Alpha(0.520000)
ColorChangeRate(0.001000)
EventEnable("initialize")
EventColor("player1.weapon1.target.teamColor")
}

Group("player1bullseye")
{
EventEnable("initialize")
PropagateAlpha(0)
Model3D("player1reticule_bullseye")
{
Mesh("com_inv_mesh")
Scale(0.35, 0.35, 0.35)
Alpha(0.80000)
EventEnable("initialize")
ColorChangeRate(0.001000)
EventColor("player1.weapon1.target.teamColorBright")
}
}

Model3D("player1reticule_outline")
{
Mesh("com_inv_mesh")
Scale(0.260000, 0.260000, 0.260000)
Alpha(0.500000)
Color(0, 0, 0)
EventEnable("initialize")
}

Model3D("player1reticule_hit")
{
Mesh("hud_main_reticule_hit")
Lighting(0)
Scale(0.260000, 0.260000, 0.260000)
ZOrder(0)
Alpha(0.900000)
Color(1, 86, 213)
ColorChangeRate(0.010000)
FadeHoldTime(0.330000)
EventEnable("player1.weapon1.target.hit")
EventColor("player1.weapon1.target.hitColor")
}

Model3D("player1reticule_criticalhit")
{
Mesh("hud_main_reticule_criticalhit")
Scale(0.260000, 0.260000, 0.260000)
Alpha(0.900000)
Color(1, 86, 213)
ColorChangeRate(0.010000)
FadeHoldTime(0.600000)
FadeSustainTime(0.500000)
FadeOutTime(0.010000)
EventEnable("player1.weapon1.target.hitCritical")
EventColor("player1.weapon1.target.hitColor")
}

BarSegmented("player1weapon1clipbar")
{
AngleStart(-135.296936)
AngleEnd(144.795883)
NumSegments(30)
Value(1.000000)
EventValue("player1.weapon1.totalClipFraction")
Rect(0.087831, 0.111404, "Center", "Center", "Viewport")
PropagateAlpha(1)
Position(-0.000581, -0.001564, 0.000000, "Viewport")
ColorChangeRate(0.100000)
FadeHoldTime(6.030002)
FadeSustainTime(1.020000)
FadeOutTime(0.500000)
EventEnable("player1.weapon1.totalClipFraction")
EventDisable("player1.weapon1.target.disable")
Segment("Segment")
{
Bitmap("hud_clipbar_segment")
BitmapStyle("Shadow")
BitmapRect(0.003122, 0.014606, "Center", "Center", "Viewport")
Alpha(0.750000)
Color(160, 160, 224)
FadeInTime(0.100000)
FadeOutTime(0.250000)
}

}

BarSegmented("player1weapon2refirebar")
{
AngleStart(-119.999985)
AngleEnd(240.095596)
NumSegments(3)
Value(1.000000)
EventValue("player1.weapon2.refire")
Rect(0.088454, 0.120721, "Center", "Center", "Viewport")
PropagateAlpha(1)
Position(-0.012124, -0.017216, 0.000000, "Viewport")
Scale(1.280000, 1.280000, 1.280000)
ZOrder(0)
Color(177, 50, 0)
ColorChangeRate(0.100000)
FadeHoldTime(0.600000)
FadeOutTime(0.320000)
EventEnable("player1.weapon2.refire")
EventDisable("player1.weapon2.disable")
Segment("Segment")
{
Bitmap("hud_secondary_refire_segment")
BitmapStyle("Shadow")
BitmapRect(0.006262, 0.008351, "Center", "Center", "Viewport")
FadeInTime(0.100000)
FadeOutTime(0.250000)
}

}

BarSegmented("player1weapon1heatbar")
{
AngleStart(-149.999832)
AngleEnd(149.999832)
NumSegments(30)
Value(1.000000)
EventValue("player1.weapon1.heat")
Rect(0.092845, 0.120721, "Center", "Center", "Viewport")
PropagateAlpha(1)
Alpha(0.600000)
Color(239, 255, 41)
EventEnable("player1.weapon1.heat")
EventDisable("player1.weapon1.disable")
EventColor("player1.weapon1.heatcolor")
Segment("Segment")
{
Bitmap("white")
BitmapStyle("Shadow")
BitmapRect(0.016252, 0.012504, "Center", "Center", "Viewport")
Alpha(0.750000)
FadeInTime(0.100000)
FadeOutTime(0.300000)
}

}

BarSegmented("player1weapon1refire_leftbit")
{
AngleStart(-179.999893)
AngleEnd(-139.999939)
NumSegments(3)
Value(1.000000)
EventValue("player1.weapon1.refire")
Rect(0.092845, 0.120721, "Center", "Center", "Viewport")
PropagateAlpha(1)
Alpha(0.600000)
Color(255, 0, 0)
EventEnable("player1.weapon1.refire")
EventDisable("player1.weapon1.disable")
Segment("Segment")
{
Bitmap("white")
BitmapStyle("Shadow")
BitmapRect(0.007862, 0.012504, "Center", "Center", "Viewport")
FadeInTime(0.050000)
FadeOutTime(0.100000)
}

}

BarSegmented("player1weapon1refire_rightbit")
{
AngleStart(-179.999893)
AngleEnd(-139.999939)
NumSegments(3)
Value(1.000000)
EventValue("player1.weapon1.refire")
Rect(0.092845, 0.120721, "Center", "Center", "Viewport")
PropagateAlpha(1)
Position(0.092858, 0.001168, 0.000000, "Viewport")
Rotation(0.000000, 180.000000, 0.000000)
Alpha(0.600000)
Color(255, 0, 0)
EventEnable("player1.weapon1.refire")
EventDisable("player1.weapon1.disable")
Segment("Segment")
{
Bitmap("white")
BitmapStyle("Shadow")
BitmapRect(0.007862, 0.012504, "Center", "Center", "Viewport")
FadeInTime(0.050000)
FadeOutTime(0.100000)
}

}

}[/code]
Post Reply