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yeah i'm not a very good modder so the zoomed crosshair is a desperate fix, maybe i could tell to some better modder how i did it and he could fix it...... anyone?

I really would like to know, couse I'm curious and I spent few times trying to display a dot while aiming , If you could share the part ofthe script you use for the green circle will be great.

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Really cool! Seeing this mod go virtually abandoned because it looked too ambitious to get working with GRAW's mod capabilities was really discouraging; seeing it working is really exciting!

How exactly do ya install the thing though? Copy over original files, or...?

:)

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Really cool! Seeing this mod go virtually abandoned because it looked too ambitious to get working with GRAW's mod capabilities was really discouraging; seeing it working is really exciting!

How exactly do ya install the thing though? Copy over original files, or...?

:)

Just unzip in your Local Language folder ex: ....../Ghost Recon Advanced Warfighter/Local/English

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Yes, I just wondered if this was a complete new version or if I copied the files over the older version; some information here and elsewere make it sound like an update to the other mod...

:huh:

:) I tried 'em both and basically it seems to me that Ruddy's upgrade adjust the camera settings ( while you're running the camera is centered now ,solved lean issues and add the crosshair while aiming that is the big question to solve now ), personally I prefer some of the previous "Tps" settings in particular running with the camera not centered is less shacking for me .

Display a crosshair that works good with all weapons while aiming is what we need to solve to make this wonderfull mod 100% playable, I'm sure that someone in this forum will be able to do this, we just have to wait or try by ourselves to do something. :thumbsup:

Edited by tilliboy
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about the crosshair, i added 1 file to the Tpcs version and in this file were some disabled commands (like they were in <!-- --> ) so i allowed oll of them (deleted the <!-- --> ) and little adjusted the position of that blue circle that appeared...

i'd write it more accurately but in the moment my comp is broken and here inn school i can't really work with it.....

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pretty cool mod. In fact the best mod i've found.

also I have played bit with it and i think maybe i upgradet it a little. At least your character doesent blind your crosshair and the cammera moves when you lean (i mean: when you lean left the camera moves so thet Mitchell is by the right edge of the screen so you have a lot of space on the left)

Also I have added a crosshair when aiming and it works good (relatively speaking)

If some1 still cares about this mod I'd like to hear is this is better than the previous posted here.

Nice work, crosshair is a nice addition, however the tweak to camerasettings.xml makes the camera shake all the time when you move forward and makes the game unplayble for me.

I think it's best to just add your gui folder to the tps version...

I have played with this mod aswell and I think that if you want better angles while leaning it's better to just tweak the tps settings slightly and just move the camera a bit more behind. That way the camera won't shake and you would see more than enough aswell...

here is an example

<camera name="person" type="target">

<camera local_offset="-210 0 -10">

<controller type="distance" distance="10" track_target="false" lerp="0.1"/>

<controller type="height" height="50" lerp="0.1" track_target="false"/>

</camera>

Edited by HerVoice
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  • 2 months later...
  • 2 weeks later...

I KONW HOW TO MAKE mr-c COMBATIBLe WITH THE 3rd person mod!!!!!!!!!!!!!!!!!!!

note: it does not zoom and handles like xm8 but!!! if u are willing to play like that then what u do is go to the U_addons (availible through ogn mod) scroll down to the crye combat sight and change model file from crye_combat_sight to m8_combat_sight then save now go to the u_crye and change the anim name at the top of the page from crye to m8 now save and load the game!!!!! view is like xm8 but it works like a charm also i know how to mak,e aimer like the 360 just delete everything in ur crosshair scar folder and replacw with this:

</sprite>

<sprite name="ch_centre_spr">

<frame>

<place object="aim_centre" size="32" at="500 500" align="0.5

0.5" color="@base_color" />

</frame>

</sprite>

<sprite name="expand_circle">

<frame>

<pause/>

</frame>

<frame>

<tween_start object="/ch_rect/crt" at="@dot_org_position

@dot_org_min_spread 0" />

<tween_start object="/ch_rect/crb" at="@dot_org_position

@dot_org_pos_spread 0" />

<tween_start object="/ch_rect/crl" at="@dot_org_min_spread

@dot_org_position 0" />

<tween_start object="/ch_rect/crr" at="@dot_org_pos_spread

@dot_org_position 0" />

</frame>

<frame skip="98">

<tween_end object="/ch_rect/crt" at="@dot_org_position

@dot_max_min_spread 0" />

<tween_end object="/ch_rect/crb" at="@dot_org_position

@dot_max_pos_spread 0" />

<tween_end object="/ch_rect/crl" at="@dot_max_min_spread

@dot_org_position 0" />

<tween_end object="/ch_rect/crr" at="@dot_max_pos_spread

@dot_org_position 0" />

</frame>

</sprite>

<sprite name="usable_spr">

<frame>

<place object="aim" size="50" at="19 19 0" align="0.5 0.5" />

</frame>

</sprite>

<sprite name="ch_rect">

<frame>

<clone object="rect" name="crt" />

<clone object="rect" name="crb" />

<clone object="rect" name="crl" />

<clone object="rect" name="crr" />

<place object="crt" at="@dot_org_position @dot_org_min_spread

0" align="0.5 0.5" size="@dot_v" alpha="@dot_alpha" />

<place object="crb" at="@dot_org_position @dot_org_pos_spread

0" align="0.5 0.5" size="@dot_v" alpha="@dot_alpha" />

<place object="crl" at="@dot_org_min_spread @dot_org_position

0" align="0.5 0.5" size="@dot_h" alpha="@dot_alpha" />

<place object="crr" at="@dot_org_pos_spread @dot_org_position

0" align="0.5 0.5" size="@dot_h" alpha="@dot_alpha" />

</frame>

</sprite>

<sprite name="ch_fade">

<frame>

<pause/>

</frame>

<frame name="fade_out">

<tween_start object="../ch_centre_spr/aim_centre"

alpha="@ch_alpha" />

<tween_start object="../ch_rect/crt" alpha="@dot_alpha" />

<tween_start object="../ch_rect/crb" alpha="@dot_alpha" />

<tween_start object="../ch_rect/crl" alpha="@dot_alpha" />

<tween_start object="../ch_rect/crr" alpha="@dot_alpha" />

</frame>

<frame name="fade_in" skip="3">

<tween_end object="../ch_centre_spr/aim_centre" alpha="0" />

<tween_end object="../ch_rect/crt" alpha="0" />

<tween_end object="../ch_rect/crb" alpha="0" />

<tween_end object="../ch_rect/crl" alpha="0" />

<tween_end object="../ch_rect/crr" alpha="0" />

</frame>

</sprite>

<sprite name="ch_dots_fade">

<frame>

<pause/>

</frame>

<frame name="fade_out">

<tween_start object="../ch_rect/crt" alpha="@dot_alpha" />

<tween_start object="../ch_rect/crb" alpha="@dot_alpha" />

<tween_start object="../ch_rect/crl" alpha="@dot_alpha" />

<tween_start object="../ch_rect/crr" alpha="@dot_alpha" />

</frame>

<frame name="fade_in" skip="3">

<tween_end object="../ch_rect/crt" alpha="0" />

<tween_end object="../ch_rect/crb" alpha="0" />

<tween_end object="../ch_rect/crl" alpha="0" />

<tween_end object="../ch_rect/crr" alpha="0" />

</frame>

</sprite>

<frame>

<place object="expand_circle" />

<!--<goto_frame object="expand_circle" number="50" />-->

<place object="ch_circle_spr" at="400 300 0" align="0.5 0.5" size="40"

/>

<place object="ch_centre_spr" at="400 300 0" align="0.5 0.5" size="33"

/>

<place object="ch_rect" at="400 300 0" size="40" align="0.5 0.5" />

<place object="ch_fade" at="400 300 0" size="40" align="0.5 0.5" />

<place object="ch_dots_fade" at="400 300 0" size="40" align="0.5 0.5"

/>

<place object="usable_spr" at="400 300 0" align="0.5 0.5" size="33" />

<remove object="usable_spr"/>

<!--

<clone object="rect" name="middle" />

<place object="middle" at="399 299 0" size="1" />

-->

<callback function="setup_crosshair" />

</frame>

</movie>

</gui>

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  • 2 weeks later...
  • 2 weeks later...

yes as a matter of fact there is (theroretically) i figured out how to get a yellow aiming reticule.... change the colors on the crosshair scar to 255 255 0 there is another post somewhere (dont ask me)

and a update................

<gui>

<movie name="crosshair_scar">

<xi:include href="interface_items.xml" />

<!--<xdefine name="frame_color" value="23 197 192" />-->

<!--<xdefine name="frame_color_highlight" value="255 108 0" />-->

<xdefine name="dot_h" value="3 2" />

<xdefine name="dot_v" value="2 3" />

<xdefine name="dot_org_position" value="20" />

<xdefine name="dot_max_pos_spread" value="120" />

<xdefine name="dot_max_min_spread" value="-80" />

<xdefine name="dot_org_pos_spread" value="27" />

<xdefine name="dot_org_min_spread" value="13" />

<xdefine name="dot_alpha" value="210" />

<xdefine name="ch_alpha" value="180" />

<rect name="rect" color="@base_color" />

<bitmap name="aim" texture="data\textures\gui\crosshair_std_circle" uv_rect="0 0 @div(31,32) @div(31,32)" size="31 31" color="@highlight_hud_color" alpha="@ch_alpha" />

<bitmap name="aim" texture="data\textures\gui\crosshair_std_circle" color="@highlight_hud_color" alpha="@ch_alpha" />

<bitmap name="aim_centre" texture="data\textures\gui\crosshair_std" color="@base_color" alpha="@ch_alpha" />

<!--

<unit name="aim_th" unit="predator_target_horizontal" detach="true" color="@base_color">

<connect_material material="aimlines_instanced" color="color" alpha="opacity"/>

</unit>

<unit name="usable" unit="std_aim" detach="true" color="@highlight_color">

<connect_material material="hudlines" color="color" alpha="opacity"/>

</unit>

-->

<!-- S P R I T E S -->

<sprite name="ch_circle_spr">

<frame>

<place object="aim" size="28" at="19 19 0" align="0.5 0.5" color="@base_color" />

</frame>

</sprite>

<sprite name="ch_centre_spr">

<frame>

<place object="aim_centre" size="32" at="17 17 0" align="0.5 0.5" color="@base_color" />

</frame>

</sprite>

<sprite name="expand_circle">

<frame>

<pause/>

</frame>

<frame>

<tween_start object="/ch_rect/crt" at="@dot_org_position @dot_org_min_spread 0" />

<tween_start object="/ch_rect/crb" at="@dot_org_position @dot_org_pos_spread 0" />

<tween_start object="/ch_rect/crl" at="@dot_org_min_spread @dot_org_position 0" />

<tween_start object="/ch_rect/crr" at="@dot_org_pos_spread @dot_org_position 0" />

</frame>

<frame skip="98">

<tween_end object="/ch_rect/crt" at="@dot_org_position @dot_max_min_spread 0" />

<tween_end object="/ch_rect/crb" at="@dot_org_position @dot_max_pos_spread 0" />

<tween_end object="/ch_rect/crl" at="@dot_max_min_spread @dot_org_position 0" />

<tween_end object="/ch_rect/crr" at="@dot_max_pos_spread @dot_org_position 0" />

</frame>

</sprite>

<sprite name="usable_spr">

<frame>

<place object="aim" size="32" at="17 17 0" align="0.5 0.5" />

</frame>

</sprite>

<sprite name="ch_rect">

<frame>

<clone object="rect" name="crt" />

<clone object="rect" name="crb" />

<clone object="rect" name="crl" />

<clone object="rect" name="crr" />

<place object="crt" at="@dot_org_position @dot_org_min_spread 0" align="0.5 0.5" size="@dot_v" alpha="@dot_alpha" />

<place object="crb" at="@dot_org_position @dot_org_pos_spread 0" align="0.5 0.5" size="@dot_v" alpha="@dot_alpha" />

<place object="crl" at="@dot_org_min_spread @dot_org_position 0" align="0.5 0.5" size="@dot_h" alpha="@dot_alpha" />

<place object="crr" at="@dot_org_pos_spread @dot_org_position 0" align="0.5 0.5" size="@dot_h" alpha="@dot_alpha" />

</frame>

</sprite>

<sprite name="ch_fade">

<frame>

<pause/>

</frame>

<frame name="fade_out">

<tween_start object="../ch_centre_spr/aim_centre" alpha="@ch_alpha" />

<tween_start object="../ch_rect/crt" alpha="@dot_alpha" />

<tween_start object="../ch_rect/crb" alpha="@dot_alpha" />

<tween_start object="../ch_rect/crl" alpha="@dot_alpha" />

<tween_start object="../ch_rect/crr" alpha="@dot_alpha" />

</frame>

<frame name="fade_in" skip="3">

<tween_end object="../ch_centre_spr/aim_centre" alpha="0" />

<tween_end object="../ch_rect/crt" alpha="0" />

<tween_end object="../ch_rect/crb" alpha="0" />

<tween_end object="../ch_rect/crl" alpha="0" />

<tween_end object="../ch_rect/crr" alpha="0" />

</frame>

</sprite>

<sprite name="ch_dots_fade">

<frame>

<pause/>

</frame>

<frame name="fade_out">

<tween_start object="../ch_rect/crt" alpha="@dot_alpha" />

<tween_start object="../ch_rect/crb" alpha="@dot_alpha" />

<tween_start object="../ch_rect/crl" alpha="@dot_alpha" />

<tween_start object="../ch_rect/crr" alpha="@dot_alpha" />

</frame>

<frame name="fade_in" skip="3">

<tween_end object="../ch_rect/crt" alpha="0" />

<tween_end object="../ch_rect/crb" alpha="0" />

<tween_end object="../ch_rect/crl" alpha="0" />

<tween_end object="../ch_rect/crr" alpha="0" />

</frame>

</sprite>

<frame>

<place object="expand_circle" />

<!--<goto_frame object="expand_circle" number="50" />-->

<place object="ch_circle_spr" at="400 300 0" align="0.5 0.5" size="40" />

<place object="ch_centre_spr" at="400 300 0" align="0.5 0.5" size="33" />

<place object="ch_rect" at="400 300 0" size="40" align="0.5 0.5" />

<place object="ch_fade" at="400 300 0" size="40" align="0.5 0.5" />

<place object="ch_dots_fade" at="400 300 0" size="40" align="0.5 0.5" />

<place object="usable_spr" at="400 300 0" align="0.5 0.5" size="33" />

<remove object="usable_spr"/>

<!--

<clone object="rect" name="middle" />

<place object="middle" at="399 299 0" size="1" />

-->

<callback function="setup_crosshair" />

</frame>

</movie>

</gui>

sorry sounds a little freaky err lemme put in simple: just go to the crosshair scar and change all the way at the do a ctr+f in the doc like in notpad or somethin and tyep in ch_centre_spr when it finds it change the place object numbers (17 17 0) to 500 500 0 (this will completely get rid of the stuff inside of the reticule now doa ctrl+f for usable_spr and change the size from 32 or whatever it is to a 50 that will make it like the graw 360 reticule thats it now save and try...................still no known update for the 4 dots that surrond SOL there

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