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scripting movement of the crosshair


bobbyskel78

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i've posted something similar to this question already and started thinking about looking at it from a different perspective. as of right now, i'm using enhanced camera w/ predictive aiming. observing the hud_reticle.xml, the <x> and <y> coords are not present, so i'm assuming variables have been added there where the mod is updating them as the direction changes.

the situation, the mod only takes into account actors, enemies and friendlies, but it doesn't take into account activatable items and i'm finding my crosshair far off from the actual object ... more often than not, far to the bottom of the screen well away from the object and even with the activation icons showing up, it's taking multiple clicks of the activate button to activate.

i'm not really sure how to correct this. i was using set someRef to getCrossHairRef, someRef.activate w/wo player, seemed to produce the same results.

so with all that said, i've yet to find any documentation on script being able to capture the <x> and <y> coords of the cross hair ref. the mod in question uses CameraCommands and with the 3rd person view it's an over the shoulder view, so a shifting angle prob. yet, i can switch to 1st person and everything is centered, w/ the object centered and the activate icon visible, switch back to 3rd, the cross hair jumps down drastically, yet is activatable from that position.

i really hate the id of jumping back and forth between 1st and 3rd person and didn't think this would be such a head ache to solve. perhaps i need to augment the code, perhaps put in a section w/ a condition If player.isInCombat != 1, <start scanning for activatable objects> basically use the existing code, but change the parameter from actor to object w/ a objRef.isActivatable ... i don't know??? any ideas?

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