Page 1 of 1

Reticule Question

Posted: Sun May 31, 2009 4:23 pm
by KnightsFan
Is it possible to not show the reticule while zoomed in? It gets in the way of my amazing scope :P

Re: Reticule Question

Posted: Mon Jun 01, 2009 12:57 am
by trainmaster611
The only way to do that would be to edit the recticule msh in data_ABC/common/interface folder and make it invisible. Of course, you would need to know a thing or two about either modeling or hex editing.

Re: Reticule Question

Posted: Mon Jun 01, 2009 9:46 am
by KnightsFan
Ah. But, er, um, there are no MSHs there...

Re: Reticule Question

Posted: Mon Jun 01, 2009 2:10 pm
by trainmaster611
Sorry, it's in data_ABC\Common\mshs as hud_main_reticule. The interface is where the tga reticules are (which aren't in the game). You'll also notice other things like hud_main_reticule_bullseye or hud_main_reticule_hit which are the little things that will come up in your reticule. So if you only remove the main reticule, the little three prongs and three curves will still show up when you hit someone.

And take my advice -- DO NOT remove the hud_main_reticule. You're better off making it invisible.

Re: Reticule Question

Posted: Mon Jun 01, 2009 6:16 pm
by AQT
And you'll need a custom ingame.lvl too once you do that.

Re: Reticule Question

Posted: Mon Jun 01, 2009 6:36 pm
by KnightsFan
Thanks. But my original wish was that the reticule only disappears while zoomed in - not while just running around. Inverse of the default sniper rifles.

Re: Reticule Question

Posted: Mon Jun 01, 2009 10:25 pm
by Taivyx
Perhaps a better method would be to make a reticule msh that would blend in well with your custom scope, but would still work as a general reticule.

I considered doing this a while back, but never got around to actually doing it

An example would be:

If you had a custom scope such as this:

Image

A good custom reticule to have that would blend in well would be something like this:

Image

Re: Reticule Question

Posted: Tue Jun 02, 2009 10:24 am
by trainmaster611
I know there's a reticule parameter for weapon ODFs. I dunno if it works though.
ReticuleTexture = "reticule_00"

Re: Reticule Question

Posted: Tue Jun 02, 2009 5:51 pm
by Taivyx
Tried it already, doesn't work, I put the texture in every conceivable folder that could fit, and it didn't work.

Re: Reticule Question

Posted: Tue Jun 02, 2009 7:57 pm
by KnightsFan
I did, too. Rats. So I'm trying to make a custom HUD and it really isn't working. I have a custom HUD in my normal game and I'm assuming if I get one in my new map it should look like the default BF2 one. Do I need to do anything other then make a custom ingame.lvl to get the custom HUD working?

Re: Reticule Question

Posted: Wed Jun 03, 2009 12:55 pm
by trainmaster611
This should help you at least as far as making one.

http://www.gametoast.com/forums/viewtop ... 27&t=12600

http://www.gametoast.com/forums/viewtop ... 36&t=18717

But the answer to your question is no. Just copy the ingame.lvl from data_ABC\_LVL_PC and paste it in Addon\ABC\data\_LVL_PC.

Re: Reticule Question

Posted: Wed Jun 03, 2009 3:23 pm
by KnightsFan
That's what I did. Copied it over and added the dc:ingame.lvl stuff into my LUA and it still uses the custom HUD that I have installed as the global HUD.

Re: Reticule Question

Posted: Wed Jun 03, 2009 5:50 pm
by trainmaster611
Did you copy the ingame.lvl over to your addon\ABC folder?

Re: Reticule Question

Posted: Thu Jun 04, 2009 12:41 pm
by KnightsFan
Yeah, I copied it into every imaginable place in my map's folder.