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Need help with custom reticule

Posted: Thu Jul 02, 2009 6:40 am
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]