FrisianDude
Archduke
Aren't crosshairs switch off-able?
But I have other uses. Like, some weapons don't have the crosshairs, but others have.FrisianDude said:Aren't crosshairs switch off-able?
Texture Tab - create a transparent texture, save as DXT5 if its semi-transparent
Material Tab - shader (simple_shader) and flags (134217985)
Mesh Tab - create a 2d mesh that uses that material
("helmet_view_stormtrooper", 0, "helmet_view_stormtrooper", 0, 0, 0, 0, 0, 0, 1, 1, 1),
("helmet_view_mandalorian", 0, "helmet_view_mandalorian", 0, 0, 0, 0, 0, 0, 1, 1, 1),
("helmet_view", prsntf_read_only, 0, [ #must use prsntf_read_only or you cannot attack
(ti_on_presentation_load,
[
(presentation_set_duration, 999999),
#(troop_get_inventory_slot,":item_id","trp_player",":slot_no"),
(troop_get_inventory_slot,":item_id","$g_player_troop", 4), #$g_player_troop is because custom commander is integrated, 4 = ek_head
(try_begin),
(eq, ":item_id", "itm_imperial_stormtrooper_helmet"),
(create_mesh_overlay, reg1, "mesh_helmet_view_stormtrooper"),
(else_try),
(create_mesh_overlay, reg1, "mesh_helmet_view_mandalorian"),
(try_end),
(position_set_x, pos1, 0),
(position_set_y, pos1, 0),
(overlay_set_position, reg1, pos1),
]),
(ti_on_presentation_run,
[
(try_begin),
(le, "$helmet_view", 0),
(presentation_set_duration, 0),
(try_end),
]),
]),
common_helmet_view = (0, 0, 0, [
(key_clicked, key_v)
],
[
(get_player_agent_no, ":player_agent"),
(agent_is_alive, ":player_agent"),
(try_begin),
(le, "$helmet_view", 0), #incase this variable isn't set yet
(assign, "$helmet_view", 1),
(start_presentation, "prsnt_helmet_view"),
(else_try),
(assign, "$helmet_view", 0),
(try_end),
])
(else_try),
(this_or_next|eq, ":item_no", "itm_imperial_stormtrooper_helmet"),
(eq, ":item_no", "itm_mandalorian_soldier_helmet"),
(eq, ":extra_text_id", 0),
(set_result_string, "@Press 'V' to enable Helmet View"),
(set_trigger_result, 0x00ff7f), #Green text
Rize said:****.. they said tga and png support transparency, but it's the same thing, and i have no idea how to add an alpha channel, unless i save directly as a dds, in which case it doesn't recognize the texture.
Now does anyone know a way to move the health bar and ammo around?
Edit: Well, dds works, but only the background is transparent, i made a 60% transparent orange and it shows up 100% opaque
("zoom_presentation", prsntf_read_only, 0, [
(ti_on_presentation_load,
[
(presentation_set_duration, 1),
(try_begin),
(troop_has_item_equipped, "trp_player","itm_crossbow"),
(create_mesh_overlay, reg1, "mesh_shotgun_scope"),
(else_try),
(presentation_set_duration, 0),
(try_end),
(position_set_x, pos1, 0),
(position_set_y, pos1, 0),
(overlay_set_position, reg1, pos1),
]),
(ti_on_presentation_run,
[
(try_begin),
(le, "$scope_zoom", 0),
(presentation_set_duration, 0),
(try_end),
]),
common_scope_zoom = (0.9, 0, 0, [
(key_is_down, key_q)],
[
(get_player_agent_no, ":player_agent"),
(agent_is_alive, ":player_agent"),
(le, "$scope_zoom", 0), #incase this variable isn't set yet
(assign, "$scope_zoom", 1),
(start_presentation, "prsnt_zoom_presentation"),
])
common_zoom_view = (0, 0, 0, [
(game_key_is_down, gk_zoom)
],
[
(get_player_agent_no, ":player_agent"),
(agent_is_alive, ":player_agent"),
(start_presentation, "prsnt_zoom_view"),
])
add this to the top if you want to use the code below
#SW - added for zoom_view functionality
from header_items import *
("zoom_view", prsntf_read_only, 0, [ #must use prsntf_read_only or you cannot attack
(ti_on_presentation_load,
[
(presentation_set_duration, 999999),
(assign, ":view", 0),
(get_player_agent_no, ":player_agent"),
(agent_get_wielded_item, ":item_handone", ":player_agent", 0),
#(agent_get_wielded_item, ":item_handtwo", ":player_agent", 1),
(try_begin),
(eq, ":item_handone", -1),
(assign, ":view", 1), #use binoculars
(else_try),
#(ge, ":item_handone", 0),
(item_get_type, ":item_type_handone", ":item_handone"),
(try_begin),
(this_or_next|eq, ":item_type_handone", itp_type_one_handed_wpn),
(this_or_next|eq, ":item_type_handone", itp_type_two_handed_wpn),
(this_or_next|eq, ":item_type_handone", itp_type_bow),
(eq, ":item_type_handone", itp_type_polearm),
(assign, ":view", 1), #use binoculars
(else_try),
(eq, ":item_type_handone", itp_type_crossbow),
(assign, ":view", 2), #use scope
(else_try),
(assign, ":view", 0), #pistol, other, don't do anything
(try_end),
(try_end),
(try_begin),
(eq, ":view", 1),
(create_mesh_overlay, reg1, "mesh_binocular_display"),
(position_set_x, pos1, 0),
(position_set_y, pos1, 0),
(overlay_set_position, reg1, pos1),
(else_try),
(eq, ":view", 2),
(create_mesh_overlay, reg1, "mesh_scope_display"),
(position_set_x, pos1, 0),
(position_set_y, pos1, 0),
(overlay_set_position, reg1, pos1),
(try_end),
]),
(ti_on_presentation_run,
[
(neg|game_key_is_down,gk_zoom),
#(assign, "$zoom_view", 0),
(presentation_set_duration, 0),
]),
]),