Mysterdogg Posted December 11, 2018 Share Posted December 11, 2018 (edited) Nominated as one of the best Scripts of 2018 & 2019! Hey everyone, Mysterdogg here! Once my biggest script project, now an outdated mod that will only feature a part of what was expected to be the definitive version. Enjoy it! Will be adding a new video soon! Notes: Spoiler -Feel free to post your ideas, suggestions, feedback, requests & even contributions, just don't forget to follow the Forums Rules. -Please avoid quoting entire posts, use the mention system instead. -If you want to share any of my stuff I encourage you to use my provided download links instead of a mirror, by doing that you will help me to keep developing my mods but also the rest of my stuff and to continue with my many projects. -Feedback is key for modders so please let me know of every bug and problem you find in my mods, even grammar errors. Features! -Compatibility with added weapons (snipers). - Fully customizable settings. -Fully customizable textures. Download! Legacy Version v1.0.0 [v1.6.5] Edited February 24, 2021 by Mysterdogg Legacy version released! ducem123, lascha2nd, SlingShot753 and 21 others 22 1 1 Link to comment Share on other sites More sharing options...
Mysterdogg Posted December 11, 2018 Author Share Posted December 11, 2018 (edited) Preserved Edited February 21, 2021 by Mysterdogg AliceTG and Carl Johnson US 2 Link to comment Share on other sites More sharing options...
Mysterdogg Posted January 11, 2019 Author Share Posted January 11, 2019 (edited) Reserved Edited February 21, 2021 by Mysterdogg Link to comment Share on other sites More sharing options...
AquaVentusXI Posted April 8, 2019 Share Posted April 8, 2019 Thank you man! Mysterdogg and RyanDri3957V 1 1 Link to comment Share on other sites More sharing options...
thalilmythos Posted April 26, 2019 Share Posted April 26, 2019 (edited) Man i could not make this work, the crosshairs don't appear,i have all that's necessary, everything is in the game default folder not in modloader, so i don't know what i'm doing wrong EDIT: It does work, it just doesn't work in my added weapons, i added them to the ini by ID as per the readme, so i don't know what's up. EDIT2: Nevermind my man, i'm just retarded some times, i used the weapon model instead of the id. Edited April 26, 2019 by thalilmythos Link to comment Share on other sites More sharing options...
Mysterdogg Posted April 26, 2019 Author Share Posted April 26, 2019 (edited) @AquaVentusXI, you're welcome! @thalilmythos, for the next version I've been working with @gtav_clover aiming to simplify the script and to decrease the number of steps for playing with it, which is something that cause the troubles you experienced. Any suggestions or ideas could be really appreciated! Edited April 26, 2019 by Mysterdogg Link to comment Share on other sites More sharing options...
thalilmythos Posted April 26, 2019 Share Posted April 26, 2019 (edited) 3 hours ago, Mysterdogg said: @AquaVentusXI, you're welcome! @thalilmythos, for the next version I've been working with @gtav_clover aiming to simplify the script and to decrease the number of steps for playing with it, which is something that cause the troubles you experienced. Any suggestions or ideas could be really appreciated! You could use memory addresses so that the game recognizes the type of weapon the actor is using (PISTOL, UZI) that way you prevent the player from having to use the ini to make it work in added weapons, also, there should be a memmory address to make the crosshairs dissapear too, but i don't know how to do it or use them at all, however i'm sure @Junior_Djjr could help you with that, if he wants of course Edited April 26, 2019 by thalilmythos Link to comment Share on other sites More sharing options...
Mysterdogg Posted April 26, 2019 Author Share Posted April 26, 2019 1 hour ago, thalilmythos said: that way you prevent the player from having to use the ini to make it work in added weapons DK's GTA V HUD works in the same way I did with my mod, by doing that, users are already familiarized with the system. 1 hour ago, thalilmythos said: there should be a memmory address to make the crosshairs dissapear too Yes, there are some memory addresses for that already present in the next version but also in Mixsets. 1 hour ago, thalilmythos said: i'm sure @Junior_Djjr could help you with that, if he wants of course Yeah, I've talked with him about a few doubts in earlier versions, his help led me to the some aspects of the current version. Link to comment Share on other sites More sharing options...
thalilmythos Posted April 26, 2019 Share Posted April 26, 2019 46 minutes ago, Mysterdogg said: DK's GTA V HUD works in the same way I did with my mod, by doing that, users are already familiarized with the system. Yes, there are some memory addresses for that already present in the next version but also in Mixsets. Yeah, I've talked with him about a few doubts in earlier versions, his help led me to the some aspects of the current version. Well great then! I'll look forward to the next version Link to comment Share on other sites More sharing options...
sergio1030 Posted July 13, 2019 Share Posted July 13, 2019 Hey this mod is awesome, good work!, by the way how long do you think it will take for the version without the zoom and blood to be released? Link to comment Share on other sites More sharing options...
Mysterdogg Posted July 13, 2019 Author Share Posted July 13, 2019 (edited) Thanks for the comment, @sergio1030! About those extra features, you can already disable them in the INI file but if you are talking about the lite version, that will take a while; I'm still working on v1.6.5. Once that's done, a simpler version will be released too. Edited July 13, 2019 by Mysterdogg Link to comment Share on other sites More sharing options...
sergio1030 Posted July 13, 2019 Share Posted July 13, 2019 Oh i see, thaks for the tip! And if you don't mind, here is a suggestion, it would be cool if the markers would get bigger when firing like in vanilla for the smgs (mp5, uzi and tec-9), Auto-rifles (m4 and ak47) and the pistols (deagle, silenced and colt45). Link to comment Share on other sites More sharing options...
Mysterdogg Posted July 15, 2019 Author Share Posted July 15, 2019 (edited) Suggestions are always welcome, @sergio1030 Having crosshairs that gets bigger, or as I call it, "dynamic crosshairs", could be possible by overwriting the default texture depending of the weapon type you're using. Edited July 15, 2019 by Mysterdogg Link to comment Share on other sites More sharing options...
Opysium Posted September 2, 2019 Share Posted September 2, 2019 Crosshair not work in car passenger seat, it isn't compatible with SAMP? Link to comment Share on other sites More sharing options...
Mysterdogg Posted September 2, 2019 Author Share Posted September 2, 2019 (edited) @Opysium, on its current version, MChS only works on foot. Since the stock game uses crosshairs on foot and on vehicle (but also on missions), future versions of my mod should/will cover those aspects. About SAMP compatibility, my mods are focused for single player usage only, so if you try them on multiplayer, you will likely get glitches, issues and bugs. Edited September 2, 2019 by Mysterdogg Link to comment Share on other sites More sharing options...
GonerZZ Posted September 12, 2019 Share Posted September 12, 2019 I've tried this before, however I had problems with it. - Crosshair looks weird, especially with widescreen fix - Should add dynamic crosshair option if possible, maybe add option to each crosshair (for example toggle sniper crosshair, shotgun, etc.) Looking forward to get the 1.6.5 which hopefully fixes more and more issues. Link to comment Share on other sites More sharing options...
Mysterdogg Posted September 12, 2019 Author Share Posted September 12, 2019 Comments like yours are what I need for finding and fixing the issues of my mod, @Neo°! thanks!! Texture improvements are one of the main changes in v1.6.5 (which will perhaps be the rebooting point for the mod), specially the sniper system which is really a mess in the current version. My plans are to remake the script from scratch (something already in development), using another coding method that will allow features like dynamic crosshairs, among others, making the mod much more vanilla-friendly and look like a native system. AshGamer007, Catwaii and LaDiDa 3 Link to comment Share on other sites More sharing options...
Catwaii Posted September 13, 2019 Share Posted September 13, 2019 pls make it samp compatible Link to comment Share on other sites More sharing options...
Mysterdogg Posted September 13, 2019 Author Share Posted September 13, 2019 (edited) Sorry, @Catwaii, but multiplayer compatibility is not in my plans. However, my mods are open sourced so anyone can feel free to adapt them to SAMP. Edited September 13, 2019 by Mysterdogg Link to comment Share on other sites More sharing options...
GonerZZ Posted September 14, 2019 Share Posted September 14, 2019 (edited) May I ask, why is Mixsets included in the "Required Modifications" list? EDIT 1st person perspective crosshair (during sequences such as shooting the mounted minigun, box throwing) Which crosshair will be used in those sequences? Edited September 14, 2019 by Neo° Link to comment Share on other sites More sharing options...
Mysterdogg Posted September 14, 2019 Author Share Posted September 14, 2019 Mixsets is required for disabling the NPCs health indicator and the default crosshairs. Starting from v1.6.5 that mod won't be needed since such functions will be included in the script. About first person view crosshairs, those will work depending of the weapon type you're using but in a first instance, it will probably be the misc texture, a dot. Link to comment Share on other sites More sharing options...
RahmatMkru Posted December 1, 2019 Share Posted December 1, 2019 On 7/15/2019 at 8:38 AM, Mysterdogg said: Suggestions are always welcome, @sergio1030 Having crosshairs that gets bigger, or as I call it, "dynamic crosshairs", could be possible by overwriting the default texture depending of the weapon type you're using. How should I change it to Dynamic Crosshairs? And also I wanna change those crosshairs to other, how could I do it ? Link to comment Share on other sites More sharing options...
Mysterdogg Posted December 1, 2019 Author Share Posted December 1, 2019 (edited) "Dynamic Crosshairs" is a work in progress feature, not currently available, @RahmatMkru. If you want to change the crosshairs you need to edit the MCHS.txd file using MagicTXD Edited December 1, 2019 by Mysterdogg Please avoid quoting entire posts. Link to comment Share on other sites More sharing options...
VectorX Posted December 3, 2019 Share Posted December 3, 2019 Well I cant see my crosshair while im in the drive-by mode, is there a way to fix this? Link to comment Share on other sites More sharing options...
Mysterdogg Posted December 4, 2019 Author Share Posted December 4, 2019 it will be fixed in the next version, @VectorX. The current method to implement multiple crosshairs interferes with any other mod and function that uses the stock aiming system. ___________________________________________ Talking about that, the release date for the upcoming version will, unfortunately, be delayed until next year. Expect the awaited fixes and improved features. Don't forget to post your ideas, suggestions and feedback! AshGamer007 1 Link to comment Share on other sites More sharing options...
VectorX Posted December 4, 2019 Share Posted December 4, 2019 Awesome! Good to hear that. Cant wait for the next release of the mod, maybe the update can be a "New Year Gift" Link to comment Share on other sites More sharing options...
Mysterdogg Posted December 10, 2019 Author Share Posted December 10, 2019 (edited) Don't know the exact release date as progress and development has been really slow but I can assure to every user that's interested in this mod that a next version will come out as soon as I feel everything is done. Edited January 12, 2021 by Mysterdogg The mod is practically done, just need to fix never-ending bugs. Link to comment Share on other sites More sharing options...
GonerZZ Posted January 19, 2020 Share Posted January 19, 2020 (edited) So, targeted ped's HP is hidden. Are you planning to have targeted ped's HP shown in the crosshair similar to IV? For SAMP users, try sampfxtfix.asi Edited January 19, 2020 by Neo° Link to comment Share on other sites More sharing options...
Mysterdogg Posted January 20, 2020 Author Share Posted January 20, 2020 @Neo°, yeah, one of the goals when I started this project was to combine IV's & V's main target system features, IV's health indicator is one of them. Unfortunately, I haven't coded a way yet to show the (random) targeted ped's health on manual aiming so I decided to hide it as in GTA V. Perhaps tweaking the default health indicator system to mimic the desired system could work but again, I don't have the required documentation to achive it. AshGamer007 1 Link to comment Share on other sites More sharing options...
GonerZZ Posted January 20, 2020 Share Posted January 20, 2020 (edited) Damn, I wish this mod doesn't mess with the health indicator. Edited January 22, 2020 by Neo° Link to comment Share on other sites More sharing options...
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