Gui Reticle HUD for TGE(A) With Target Cycling
by Martin Schultz · 12/17/2007 (7:59 am) · 67 comments
Download Code File
This resource contains a gui control element which displays a rectangle around every shape in the view frustrum and displays the currently selected shape in a different color (target selection). The display style of the rectangles can be chosen between full rectangles and rendering only the corners around the shape. Furthermore the normal / selected colors can be freely chosen as well as the minimum size of the rectangle once the shape is very far away (minimum rectangle size).
Cycling through the targets is done by using the mouse wheel. The client transmits then the selected ghost id to the server and the server then does a lookup to find out the server player id. The id is then stored in the %client variable for the corresponding client. This player id can then be used in an weapon onFire function to actually track the target for example when using a homing missile.
The attached zip cointains a readme file and the source file for TGE and TGEA.
Please note that the target cycling code is somewhat buggy and not battle-proven, so excuse that the cycling code is not perfect yet. Will improve this soon. :-)
This resource contains a gui control element which displays a rectangle around every shape in the view frustrum and displays the currently selected shape in a different color (target selection). The display style of the rectangles can be chosen between full rectangles and rendering only the corners around the shape. Furthermore the normal / selected colors can be freely chosen as well as the minimum size of the rectangle once the shape is very far away (minimum rectangle size).
Cycling through the targets is done by using the mouse wheel. The client transmits then the selected ghost id to the server and the server then does a lookup to find out the server player id. The id is then stored in the %client variable for the corresponding client. This player id can then be used in an weapon onFire function to actually track the target for example when using a homing missile.
The attached zip cointains a readme file and the source file for TGE and TGEA.
Please note that the target cycling code is somewhat buggy and not battle-proven, so excuse that the cycling code is not perfect yet. Will improve this soon. :-)
#62
06/12/2009 (4:11 pm)
@Quinton, would you please share your 1.8.1 port with me? I'll dress it up and publish it as a resource like I did for the Turret resource giving you due credit of course. thanks!
#63
07/12/2009 (12:30 pm)
@kcpdad: I replied to your e-mail and sent you my file.
#64
07/12/2009 (1:15 pm)
awesome, thanks!
#65
08/25/2009 (6:28 am)
Is there any progress on the TGEA 1.8.1 port for this?
#66
02/18/2010 (10:49 am)
If any of you need the ported TGEA 1.8.2 C++ file for this I got it to work.
#67
12/17/2011 (7:20 am)
I skipped over TGEA and now need this for T3D 1.2. Has anyone ported it yet and if so would you mind sharing? If not I'll take a crack at this in 2012. 
Torque Owner Quinton Delpeche
Gobbo Games