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[CLEO] Multiple Crosshairs System [Legacy]


Mysterdogg

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LeO9tQ0.png

 

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 Once my biggest script project, now an outdated mod that will only feature a part of what was expected to be the definitive version.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 by Mysterdogg
Legacy version released!
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  • 1 month later...
  • 2 months later...
  • 3 weeks later...

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 by thalilmythos
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@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 by Mysterdogg
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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 by thalilmythos
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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. 

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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

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  • 2 months later...

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?

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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 by Mysterdogg
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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).

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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 by Mysterdogg
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  • 1 month later...

@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 by Mysterdogg
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  • 2 weeks later...

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.

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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. 

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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 by Neo°
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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. 

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  • 2 months later...
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 ?

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"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 by Mysterdogg
Please avoid quoting entire posts.
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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!

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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 by Mysterdogg
The mod is practically done, just need to fix never-ending bugs.
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  • 1 month later...

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 by Neo°
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@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. 

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