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aiming #175830
01/02/08 09:07
01/02/08 09:07
Joined: Sep 2007
Posts: 49
O
onslaught147 Offline OP
Newbie
onslaught147  Offline OP
Newbie
O

Joined: Sep 2007
Posts: 49
does anyone know of a easy way to have a aiming reticle


The only thing in life you can depend on is death and taxes.
Re: aiming [Re: onslaught147] #175831
01/02/08 11:41
01/02/08 11:41
Joined: Apr 2006
Posts: 624
DEEP 13
badapple Offline
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badapple  Offline
User

Joined: Apr 2006
Posts: 624
DEEP 13
are you useing the templets ? if so i believe this feature is built in already
but i dont use them so cant say for sure, if your not useing templets , it is also easy to code it yourself

bmap sight1_bmp = <somebmp.bmp>;
bmap sight2_bmp = <somebmp2.bmp>; //use for when over enemy

mouse_mode=1;

//put a while loop in your function main to store mouse pos

give your enemys a skill in this case skill17 and a value of 2 "my.skill17=2;"
then the if statment in the while loop checks to see if the mouse pointer is
touching an enemy , if so it changes the image


while(1)
{

MOUSE_POS.x = screen_size.x/2;
MOUSE_POS.y = screen_size.y/2;
mouse_spot.x=bmap_width(sight1_bmp)/2;
mouse_spot.y=bmap_height(sight1_bmp)/2;
mouse_map=sight1_bmp;

if(mouse_ent!=null)
{
if(mouse_ent.skill17==2){mouse_map=sight2_bmp;wait(20);}
else{mouse_map=sight1_bmp;}
}
wait(1);
}



hope this helps


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