Lazy mans cursor system

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
Post Reply
Tosen
 
Posts: 39
Joined: Fri Jun 01, 2012 8:45 pm
Location: Playboy Mansion

Lazy mans cursor system

#1

Post by Tosen » Mon Aug 06, 2012 3:35 am

too much acs hurts brains so i made this stupid cursor system.

Image

https://dl.dropbox.com/u/86298151/NewCursor.wad

Professor Pants
New User
Posts: 12
Joined: Sun Sep 23, 2012 4:29 am
Contact:

RE: Lazy mans cursor system

#2

Post by Professor Pants » Thu Sep 27, 2012 11:55 pm

I don't know why I never thought of actually using the player to be a cursor himself... Sometimes the simplest solutions are the best. I was expecting something to do with player pitch and player angle, and a whole lot of trig. The only downside here is that this doesn't seem to work with software rendering. Works great though.

one_Two
Addicted to Zandronum
Posts: 1753
Joined: Thu Jun 07, 2012 4:47 pm

RE: Lazy mans cursor system

#3

Post by one_Two » Sat Sep 29, 2012 11:36 am

That's pretty cool actually. I'm presuming there's a way to do it with mouse input?

Synert
Forum Regular
Posts: 228
Joined: Mon Jun 04, 2012 12:54 pm
Contact:

RE: Lazy mans cursor system

#4

Post by Synert » Sat Sep 29, 2012 1:32 pm

Yeah, Shotgun Frenzy uses the mouse. It's probably
Professor Pants wrote: something to do with player pitch and player angle, and a whole lot of trig.

User avatar
Ænima
Addicted to Zandronum
Posts: 3579
Joined: Tue Jun 05, 2012 6:12 pm

RE: Lazy mans cursor system

#5

Post by Ænima » Sat Sep 29, 2012 2:33 pm

Or just GetPlayerInput ...
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)
Image

Watermelon
Zandrone
Posts: 1244
Joined: Thu Jun 28, 2012 9:07 pm
Location: Rwanda

RE: Lazy mans cursor system

#6

Post by Watermelon » Sat Sep 29, 2012 4:33 pm

Ænima wrote: Or just GetPlayerInput ...
This is what I used to make mine.

As proposed earlier, you have to take into account renderer and adjust it appropriately. I just make a buffer variable for momentum.

Post Reply