Gl, Shotteh Sprites
john_sheu
Join Date: 2004-02-26 Member: 26917Members
<div class="IPBDescription">my first shot at this</div> Two sprites, basically. The shotgun sprite is basically a value-added <b>TyrNemesis^</b> edition, but the GL was a product of an hour's worth of calibration and another half-hour of work.
Shotgun Crosshair (ver. 3):
<img src='http://m.1asphost.com/johnsheu/xhair/shotteh3.gif' border='0' alt='user posted image' />
As I said, basically a value-added work of somebody else. The inner circle is a direct copy, but I've made the outer 5 points less distracting, as well as added a 100% hit probability indicator. If you're feeling brave, hold off on the trigger finger until the skulk fills the entire circle <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->. This is version 3, because I've tested it in a couple of rounds (nothing like a battle-test to iron out the kinks); version 1 had no outer ring, and version 2 had an outer ring that I felt was a bit too distracting. I'll chunk you the old versions if you really want them, for some reason.
GL Crosshair (ver. 3):
<img src='http://m.1asphost.com/johnsheu/xhair/nade3.gif' border='0' alt='user posted image' />
Ah, one of those gimmick range-calibration crosshairs for the GL, calibrated for level ground. Actually, it's pretty accurate (well, at least I think so <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->). It's modeled after the gun-mode dogfight HUD of what I recall of the various F16 flightsims I played (and I was into flightsims before I found FPS games). This crosshair is calibrated for a defensive chamber; what you do is you slide the base of the DC down the "funnel" until it just "wedges", then fire. If it's big enough that it overflows, that indicates that you're in your own blast radius. For other structures/lifeforms, just use it as a guide. This is, again, version 3; version 1 was completely different, and version 2 did not have the box on top. This box I added because I found that when panic-firing the GL, I had a tendency to use the middle of the whole sprite shebang as the aimpoint and not the top, where the origin really is. Hopefully the box will make things more top-heavy.
Enjoy <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
Download link <a href='http://www.brywright.co.uk/downloads/files/index.php?dir=natural-selection/customisation/&file=xhair3.zip' target='_blank'>here</a>.
Shotgun Crosshair (ver. 3):
<img src='http://m.1asphost.com/johnsheu/xhair/shotteh3.gif' border='0' alt='user posted image' />
As I said, basically a value-added work of somebody else. The inner circle is a direct copy, but I've made the outer 5 points less distracting, as well as added a 100% hit probability indicator. If you're feeling brave, hold off on the trigger finger until the skulk fills the entire circle <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->. This is version 3, because I've tested it in a couple of rounds (nothing like a battle-test to iron out the kinks); version 1 had no outer ring, and version 2 had an outer ring that I felt was a bit too distracting. I'll chunk you the old versions if you really want them, for some reason.
GL Crosshair (ver. 3):
<img src='http://m.1asphost.com/johnsheu/xhair/nade3.gif' border='0' alt='user posted image' />
Ah, one of those gimmick range-calibration crosshairs for the GL, calibrated for level ground. Actually, it's pretty accurate (well, at least I think so <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->). It's modeled after the gun-mode dogfight HUD of what I recall of the various F16 flightsims I played (and I was into flightsims before I found FPS games). This crosshair is calibrated for a defensive chamber; what you do is you slide the base of the DC down the "funnel" until it just "wedges", then fire. If it's big enough that it overflows, that indicates that you're in your own blast radius. For other structures/lifeforms, just use it as a guide. This is, again, version 3; version 1 was completely different, and version 2 did not have the box on top. This box I added because I found that when panic-firing the GL, I had a tendency to use the middle of the whole sprite shebang as the aimpoint and not the top, where the origin really is. Hopefully the box will make things more top-heavy.
Enjoy <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
Download link <a href='http://www.brywright.co.uk/downloads/files/index.php?dir=natural-selection/customisation/&file=xhair3.zip' target='_blank'>here</a>.
Comments
nice job though <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
Any criticisms?
Any criticisms? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
um.....
lack of a weapon_nadespammer.txt or weapon_shotty.txt for the sprite?
foolish human, deliver your soul