Customisable aiming sights

Customisable aiming sights

Requests for features in the spring code.

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Anarchid
Posts: 1384
Joined: 30 Nov 2008, 04:31

Customisable aiming sights

Post by Anarchid »

There is no way to draw a custom aiming hud. More specifically, while it IS possible to do it by Lua, it's NOT possible to disable the default one, which seems hardwired.

The request would be that either a gui command would be added to stop rendering the default aiming sights (i.e., the circles and lines that specify where each gun is pointing) in a similar way the mouse cross can be disabled currently, or -

A Lua "DrawHUD" call-in would be added that would be called when the sights are to be rendered. The callin would preferably be passed arguments for each of the unit's guns, and would return a boolean value specifying whether the default aiming sights should be rendered or not.
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thesleepless
Posts: 417
Joined: 24 Oct 2007, 04:49

Re: Customisable aiming sights

Post by thesleepless »

would be nice if you could see your current unit's model when in FPS mode, and configure the camera position relative to the model. could even make it possible to have an internal cockpit model that becomes visible when inside it.
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lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

Re: Customisable aiming sights

Post by lurker »

We don't really need another callin.
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Pressure Line
Posts: 2283
Joined: 21 May 2007, 02:09

Re: Customisable aiming sights

Post by Pressure Line »

thesleepless wrote:would be nice if you could see your current unit's model when in FPS mode, and configure the camera position relative to the model. could even make it possible to have an internal cockpit model that becomes visible when inside it.
afair the camera uses the piece named in AimFromWeapon1 as the point it sits at.

you could probably model a cockpit to sit around the camera point. but i refuse to be held responsible for the results.
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Anarchid
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Joined: 30 Nov 2008, 04:31

Re: Customisable aiming sights

Post by Anarchid »

We don't really need another callin.
All the pretty stuff (including drawing the cockpit, model, sprite or whatnot else) can already be drawn with lua, so we don't actually need teh callin, yes (it could be nice, though).

The thing is that there's no way to get rid of the unpretty default stuff, and that's why i wrote "a way to disable default sights" before "or we could get a callin". :P
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lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

Re: Customisable aiming sights

Post by lurker »

Anarchid wrote:
We don't really need another callin.
All the pretty stuff (including drawing the cockpit, model, sprite or whatnot else) can already be drawn with lua, so we don't actually need teh callin, yes (it could be nice, though).
Okay, I'll use your terminology. It wouldn't be particularly nice to have another callin.
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Anarchid
Posts: 1384
Joined: 30 Nov 2008, 04:31

Re: Customisable aiming sights

Post by Anarchid »

Well, if another calling would be that punishing on performance, then we'll have to stick with an UI control. I guess skipping a few lines of code on a condition will be easier than adding new ones, too.
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