arun823 (10-23-2013),[MPGH]Flengo (10-22-2013),xCyberxx (12-24-2013)
Why doesn't ANYONE know how to offset the crosshair for combat arms!? It's been like 4 years now and all of the crosshairs on ALL of the hacks that I've seen are always off. Come on people:
DRAW YOUR DAMN CROSSHAIR AT THIS POINT!Code:crosshairX = (screenW / 2) - 1 crosshairY = (screenY / 2) - 1
Thank you, that is all.
arun823 (10-23-2013),[MPGH]Flengo (10-22-2013),xCyberxx (12-24-2013)
o.0
1 is right if your line has got a size of 2, just simple math but I believe these people arround here cant even code a simple crosshair function on their own :|
Very sad....
Progress with my game - "Disbanded"
- Fixed FPS lag on spawning entities due to the ent_preload buffer!
- Edit the AI code to get some better pathfinding
- Fixed the view bug within the sniper scope view. The mirror entity is invisible now!
- Added a new silencer for ALL weapons. Also fixed the rotation bugs
- Added a ton of new weapons and the choice to choose a silencer for every weapon
- Created a simple AntiCheat, noobs will cry like hell xD
- The name will be Disbanded, the alpha starts on the 18th august 2014
Some new physics fun (Serversided, works on every client)
My new AI
https://www.youtube.com/watch?v=EMSB1GbBVl8
And for sure my 8 months old gameplay with 2 friends
https://www.youtube.com/watch?v=Na2kUdu4d_k
I don't think you know what you're saying. /fp
Everyone's crosshair is being drawn EXACTLY in the middle of the screen. Yes, that should be sufficient because your supposed to aim EXACTLY in the middle of your screen. But Combat Arms decided to draw their crosshair 1 pixel to the left of the center, and 1 pixel above the center. /fml
Your line has got a width so you have to halve it and substract it from the position where you draw it.
I cant rememeber that my crosshair was off when I drawed it like that..
Dont tell me I dont know shit :|
Progress with my game - "Disbanded"
- Fixed FPS lag on spawning entities due to the ent_preload buffer!
- Edit the AI code to get some better pathfinding
- Fixed the view bug within the sniper scope view. The mirror entity is invisible now!
- Added a new silencer for ALL weapons. Also fixed the rotation bugs
- Added a ton of new weapons and the choice to choose a silencer for every weapon
- Created a simple AntiCheat, noobs will cry like hell xD
- The name will be Disbanded, the alpha starts on the 18th august 2014
Some new physics fun (Serversided, works on every client)
My new AI
https://www.youtube.com/watch?v=EMSB1GbBVl8
And for sure my 8 months old gameplay with 2 friends
https://www.youtube.com/watch?v=Na2kUdu4d_k
yeah i seen a post about this before, and wont the snipers crosshair still be off anyway?? im not sure but id rather keep it dead center.
i did make one myself....took me 10 years to make a damn box >_< lmao
Code:void Crosshair(LPDIRECT3DDEVICE9 pDevice) { if (!OneTime) { X = GetSystemMetrics(SM_CXSCREEN) /2; Y = GetSystemMetrics(SM_CYSCREEN) /2; OneTime = !false; } pDevice->SetRenderState(D3DRS_ZENABLE,D3DZB_FALSE); FILLRGB(X , Y-13, 1, +14, Red, pDevice); //top line FILLRGB(X-13, Y , +14, 1, Red, pDevice); //Left line FILLRGB(X +1, Y , +14, 1, Red, pDevice); //Right line FILLRGB(X , Y +1, 1, +14, Red, pDevice); //Bottom line FILLRGB(X-20, Y-20, +41, 1, Blue, pDevice); //Top Box Line FILLRGB(X-20, Y-20, 1, +41, Blue, pDevice); //Left Side Box Line FILLRGB(X+21, Y-20, 1, +41, Blue, pDevice); //Right Side Box Line FILLRGB(X-20, Y+21, +42, 1, Blue, pDevice); //Bottom Box Line pDevice->SetRenderState(D3DRS_ZENABLE,D3DZB_TRUE); }
[MPGH]AVGN (10-22-2013)
Normally crosshair's are 1 pixels in width. Come on now >_>
I have error things undefined how I do
I Read All Of My PM's & VM'sIf you need help with anything, just let me know.
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I don't think that 1 pixel make difference in aiming.
Due to the fact these individuals fail to use ViewPort function or any intelligent function to receive screen size and draw according to the resolution.
Should draw perfectly on any resolution nowCode:D3DVIEWPORT9 Viewport; DWORD ScreenX = (Viewport.Width / 2) - 1; DWORD ScreenY = (Viewport.Height / 2) - 1;
Last edited by arun823; 10-23-2013 at 07:59 PM.
Reversing is the only way to move forward.
J (10-23-2013)