manual target recticle

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jik

Knight
Anyone know how to make the target recticle appear (manually, not based on a weapon) to show where the center of the screen is?  Even more helpful would be could I ajust the targeting size (like when using a bow) manually?  Kind of a timing assitant to my jousting...
 
you could show a center of screen thing from presentations fairly easily.. as far as I've discovered, the screen is always a certain amount of units wide and high, the game just applies that to your resolution. At least that was my experience with making them. I think it's something like 1024x1024, but I could be wrong.

Link the scale of the mesh to the script you're using to determin the perfect jousting point and you should be good to go. I don't think you can override the size of the existing recticle so you'd have to make a new one.
 
Haven't tried much with presentations, I'll have to poke around with that a bit.  I'm guessing I could tie in it's size to the range (use different objects in the presentation). 

Again, I have never done this, any good point to start (operations, samples in native, etc.)
 
killkhergit said:
MartinF said:
... I don't think you can override the size of the existing recticle so you'd have to make a new one.

Yes, you can. By changing the texture (alpha) of the reticle.

Where is the original recticle define?  Adn there is a size operation that I have found, though I don't understand why it uses x,y,z position:
overlay_set_size = 925 # (overlay_set_size, <overlay_id>, <position_no>), #position's x and y values are used

I would think that this would be a %, but I didn't write the module system...
 
I mean the actual 'model', stored in core_textures and core_materials. ui_gadgets I believe.



jik said:
killkhergit said:
MartinF said:
... I don't think you can override the size of the existing recticle so you'd have to make a new one.

Yes, you can. By changing the texture (alpha) of the reticle.

Where is the original recticle define?  Adn there is a size operation that I have found, though I don't understand why it uses x,y,z position:
overlay_set_size = 925 # (overlay_set_size, <overlay_id>, <position_no>), #position's x and y values are used

I would think that this would be a %, but I didn't write the module system...

I don't have a clue.
 
ok, I just now found the battle presentation (which appears to be the battle map from pressing backspace).  So I will follow with some of that.

What I have decided to do is use several mesh instances to change the scale.  It doesn't need to be to dramatic, so I can maybe get by with 4 or 5.  I can set the scale there in the mesh tuple.

so what I will do is have the largest one appear then as you get closer hide it and make a smaller one appear.  I can live with this until I test out the scale stuff.
 
yes you can change the graphics of the target thing by changing the underlying files, but that hardly achieves what jik wanted. I meant you can't change the way it works currently since that is not defined in the module system but in the game itself (the way it increases/decreases size based on speed, skill, weapon, etc).

You won't need multiple meshes, you can just scale it, or use four corners and change their position, that would prob give a nicer result.

I'd think after your work with the heraldry tableaus you'd have a better understanding on how to do this with a presentation than I would.
 
MartinF said:
yes you can change the graphics of the target thing by changing the underlying files, but that hardly achieves what jik wanted. I meant you can't change the way it works currently since that is not defined in the module system but in the game itself (the way it increases/decreases size based on speed, skill, weapon, etc).

You won't need multiple meshes, you can just scale it, or use four corners and change their position, that would prob give a nicer result.

I'd think after your work with the heraldry tableaus you'd have a better understanding on how to do this with a presentation than I would.

You would think...  :neutral:

the 4 corners idea would work good too, I just move them to the middle.  Will try that, since scaling would make the thickness of the recticle take up too much room, or be too thin at the strike apex. 

I have tested my skills at the jousting, and timing it is a bit tricky but (like with most things that you have to time) can be learned.  Also found that the AI has a hard time striking when he's supposed to (usually off by 30-80cm) base on the trigger timer.  I guess the more calculations that are done, the bigger this could be... :???:

In anycase, it is a good learning thing, but I think I will hold off on this till I see if it's worth the work.  Right now I'm working the unhorsing code, and hopefully I can find the right animation.
 
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