Any way of hiding the reticle when aiming downsights?

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Raigiku
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Any way of hiding the reticle when aiming downsights?

Post by Raigiku »

kinetosimpetus wrote:@Cerfon: Can you post your hud, or at least the relevant parts? Not sure how to fix that. Are those screen sizes the same aspect ratio? If they only look different in different ratios, perhaps a different hud could be used for each ratio.

---------------------------------------------------------

I finally got it to fix floating icons at the same time as adding ironsights, which was the biggest issue I personally have had with it, so here's my current 1playerhud.
Hidden/Spoiler:
[code]FileInfo("1playerhud")
{
Viewports(1)
}

ViewPort("Transforms")

{
// First Weapons Section

TransformNameMesh("player1weapon1")

// add msh names of first weapons here and remove unused lines

{
NameMesh("rep_weap_inf_pistol_mini_r", "com_inv_mesh")
NameMesh("delta_weap_helm_pistol", "com_inv_mesh")
NameMesh("cis_weap_inf_assault_cannon", "com_inv_mesh")

EventInput("player1.weapon1.change")
EventOutput("player1.weapon1.mesh")
}
}

Group("extraWeaponDisplay")
{
PropagateAlpha(1)

Viewport(1)

ZOrder(255)

EventEnable("player1.weapon1.mesh")
EventDisable("player1.weapon1.disable")

Group("extraWeaponIcon")
{
Viewport(1)

EventEnable("initialize")

Model3D("player1.weapon1mesh")
{
EventMesh("player1.weapon1.change")

Viewport(1)
ZOrder(5)

EventEnable("player1.weapon1.mesh")
EventDisable("player1.weapon1.disable")

//Position(500.000000, 500.000000, 500.000000, "Viewport")
//Rotation(0.804269, 359.994110, 359.999695)
Scale(1.000000, 1.000000, 1.000000)

//change position, rotation and scale of first weapon here, remove unused lines

MeshInfo("rep_weap_inf_pistol_mini_r")
{
Position(0.100000, 0.900000, 0.000000, "Viewport")
Rotation(0.000000, 90.000000, 0.000000)
}
MeshInfo("rep_weap_inf_rifle")
{ //remove extra icon that appears as if this script hasn't fixed the icon while leaving the fixed one from the global ingame.lvl
Position(-0.500000, 0.000000, 0.000000, "Viewport")
}
MeshInfo("delta_weap_helm_pistol")
{
Position(-0.260316, 0.356366, -0.002834, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
Scale(0.800000, 0.800000, 0.800000)
}
MeshInfo("cis_weap_inf_assault_cannon")
{
Position(-0.222832, 0.361293, 0.014590, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
}
}

// Second Weapons Section

TransformNameMesh("player1weapon2")

// add names of second weapons here

{
NameMesh("com_weap_inf_grenadethermal", "com_inv_mesh")

EventInput("player1.weapon2.change")
EventOutput("player1.weapon2.mesh")
}

Group("extraWeaponDisplay")
{
PropagateAlpha(1)
Viewport(1)
Position(0.0000000, 1.000000, 0.000000, "Viewport")
ZOrder(255)

EventEnable("player1.weaponsEnable")
EventDisable("player1.weaponsDisable")

Group("extraWeaponIcon")
{
Viewport(1)

Position(0.346161, -0.450412, 0.000000, "Viewport")

EventEnable("initialize")

Model3D("player1.weapon2mesh")
{
EventMesh("player1.weapon2.change")
Viewport(1)
ZOrder(5)

EventEnable("player1.weapon2.mesh")
EventDisable("player1.weapon2.disable")

Position(500.000000, 500.000000, 500.000000, "Viewport")
Rotation(0.804269, 359.994110, 359.999695)
Scale(0.000000, 0.000000, 0.000000)

// adjust position, rotation and scale of second weapon here

MeshInfo("com_weap_inf_grenadethermal")
{
Rotation(0.804269, 90.747269, 359.999695)
}
}
}
}
}
}

Group("player1weaponinformationforironsights")
{
PropagateAlpha(1)

Viewport(1)

ZOrder(255)

EventEnable("player1.spawn")
EventDisable("player1.die")

Group("player1weapon1groupforironsights")
{
Viewport(1)
EventEnable("initialize")

Model3D("player1weapon1mesh")
{
EventMesh("player1.weapon1.change")

Viewport(1)

ZOrder(5)

EventEnable("player1.weapon1.disable")
EventDisable("player1.weapon1.mesh")

MeshInfo("rep_weap_inf_dc15carbine")
{
Position(0.500000, 0.950000, 0.000000, "Viewport")
Rotation(0.000000, 180.000000, 0.000000)
Scale(20.000000, 20.00000, 20.000000)
}
MeshInfo("rep_weap_inf_pistol_dc18")
{
Position(0.500000, 0.950000, 0.000000, "Viewport")
Rotation(0.000000, 180.000000, 0.000000)
Scale(20.000000, 20.00000, 20.000000)
}
MeshInfo("rep_weap_inf_rifle")
{
Position(0.500000, 1.200000, 0.000000, "Viewport")
Rotation(-5.000000, 180.000000, 0.000000)
Scale(20.000000, 20.00000, 20.000000)
}
MeshInfo("rep_weap_inf_pistol_mini_r")
{
Position(0.500000, 1.050000, 0.000000, "Viewport")
Rotation(0.000000, 180.000000, 0.000000)
Scale(20.000000, 20.00000, 20.000000)
}
}
}
}[/code]
I should point out that in one place "mesh" is changed to "change" in the Group("player1weapon1groupforironsights") section, and this was the last change I made that got it working. So don't miss it. Or just copy this and insert the values from yours.

This was using the Floating Weapon Icon tutorial made by Mike Z, Majin Revan, and Fragme! I think.

Edit: looks like icons that didn't need the icon fix before now place an extra icon in the top left corner. probably can fix by... OK, I'm not sure. I'll work on that one another time...

Edit2: got it. added an example to the code above. this will probably have to be done to every stock weapon, or weapons used in the 1.3 patch.
I've been using this method to get iron sights working and I was wondering if there was any way the reticle could be hidden but unfortunately I couldn't find any way to do it. Please help me :(
User avatar
CT108
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Re: Any way of hiding the reticle when aiming downsights?

Post by CT108 »

You mean the reticle when you zoom like the sniper rifle, or simpy the reticle on the midle of the screen ? If yes, then in your weapon odf, there's something like :

Code: Select all

AimScope = 1
or

Code: Select all

ScopeZoom = 1
I don't remember well how's called that line, but change the '1' to '0'

I someone can tell us how's called that line, I'm not gonna say no, thanks =)
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AnthonyBF2
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Joined: Wed Aug 21, 2013 3:55 pm
Projects :: PS2+PSP Overhaul

Re: Any way of hiding the reticle when aiming downsights?

Post by AnthonyBF2 »

Play around with these commands in your gun ODF:

Code: Select all

ReticuleInAimingOnly
SniperScope
ZoomFirstPerson
They all operate with 1 or 0
User avatar
CT108
Rebel Sergeant
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Posts: 186
Joined: Mon Aug 22, 2016 6:20 am
Projects :: None
Games I'm Playing :: CS2
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Location: Xanadu

Re: Any way of hiding the reticle when aiming downsights?

Post by CT108 »

AnthonyBF2 wrote:

Code: Select all

ReticuleInAimingOnly
SniperScope
ZoomFirstPerson

I was close ^^
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