3RD Person Crosshair Question?
by Dustin A Ferrell · in General Discussion · 12/26/2004 (6:28 pm) · 2 replies
Seems none of the third person crosshair are really 100% Accurate and or Smooth, if the world creator can place an object at the center of the screen reguardless the cameras rotation, pitch yaw, etc. Elevate the camera somewhat above and a little behind the player, limit the cameras pitch maybe, add collission yada yada. Wouldnt it be possible to force the player to fire at that location as opposed to 'placing an object' making a center screen 3rd person GUI crosshair 100% accurate and smooth reguardless the camera angles ?
Im not much of a coder, just got the SDK the other day, and loving it i must say. ;D
Im not much of a coder, just got the SDK the other day, and loving it i must say. ;D
#2
If your game is going to be purely 3rd person, however, there's one way I've seen that gives you a completely accurate 3rd person crosshair, so the player doesn't have to worry about whether his shots are going to hit his intended target. The game I'm thinking of is Freedom Fighters (IO Interactive), and that basically gave you a fixed crosshair in the center of the screen. What was different about this crosshair was that it shot a trace out from the center of the screen, and the weapon was always pointed at whatever the trace hit (this was especially evident if your crosshair went from a distant object to a nearby wall).
01/08/2005 (2:55 pm)
There have been a couple of solutions that seem to have worked, but it depends on your requirements. I've never actually seen a fixed crosshair work properly when going from 3rd person to 1st person (there's always a slight offset that nobody seems to have worked around.If your game is going to be purely 3rd person, however, there's one way I've seen that gives you a completely accurate 3rd person crosshair, so the player doesn't have to worry about whether his shots are going to hit his intended target. The game I'm thinking of is Freedom Fighters (IO Interactive), and that basically gave you a fixed crosshair in the center of the screen. What was different about this crosshair was that it shot a trace out from the center of the screen, and the weapon was always pointed at whatever the trace hit (this was especially evident if your crosshair went from a distant object to a nearby wall).
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