vasupcalgary.blogg.se

Script crosshair overlays
Script crosshair overlays












script crosshair overlays

All programs and games not hosted on our site. All informations about programs or games on this website have been found in open sources on the Internet. All trademarks, registered trademarks, product names and company names or logos mentioned herein are the property of their respective owners. This site is not directly affiliated with Mike Lin. It's useful for eyeballing any kind of chart or tabular data on screen, and for aligning objects in graphics or design applications.ĬrossHair is a product developed by Mike Lin. The program is tiny, and runs completely transparently until you call up the crosshairs. As you move the mouse cursor, the lines follow over any program or window. See introduction for details.CrossHair displays two full-screen lines intersecting your mouse cursor when you press a hot key. This documentation is part of the KDScript module. A reticule with a square and crosshairs is drawn. An arrow is drawn, pointing at an appropriate direction (some elements only). For script parameters that define symbols, the following values are possible: No image or symbol is drawn. Some HUD element scripts may be configured to draw line art symbols on screen. Note that a maximum of 128 HUD-related images can be loaded at a time animation frames count individually towards this limit. To avoid this form of the issue, avoid placing a HUD element script directly on an AI: whenever possible, place it on a fnord with a reference to the AI instead. Especially, a HUD element script placed directly on an AI may temporarily disappear after that AI dies or is knocked out. This issue should always be fixable by entering the in-game menu and returning to game mode. If a HUD element script is placed on an object on which metaproperties are added or removed in-game, the element may temporarily disappear at certain times. Disabling the default breath meter would be more complicated. If custom HUD elements (such as KDStatMeter) are replacing the light gem and/or health bar, the default versions should be disabled in dark.cfg by setting vismeter_zoom and/or hpbar_zoom, respectively, to -1. HUD elements are affected by the d3d_disp_scaled_2d_overlay (scale), d3d_disp_force_filter_scale2d (scaling filter), and d3d_disp_2d_overlay_alpha (opacity) settings in cam_ext.cfg, which can also be placed in dark.cfg for distribution with FMs. Any type of Dark Engine font can be used, including fully antialiased fonts. By default, this font is intrface\smalfont.fon in the actual game, but editor\textfont.fon in DromEd game mode. This is same font used for the onscreen names of weapons and tools and, unfortunately, for the loadout and load/save screens, where larger sizes may lead to layout issues. The subtitle scripts ( KDSubtitledAI and KDSubtitledVO) may also create HUD elements.Īll text drawn in HUD elements will appear in the font named in the gui_font configuration variable in dark.cfg, dromed.cfg, or likewise.

script crosshair overlays

These scripts are incompatible with NewDark custom HUD scripts from any other OSM. The following scripts add a variety of custom HUD (head-up display) elements to the Dark Engine interface.














Script crosshair overlays