Honger/Sandbox – User
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CfgWeaponCursors
CfgWeaponCursors is a class that can be defined in an addon's config file and is used to override default Arma 3 cursor/crosshair. It contains subclasses of weapon cursors that can be individual to each weapon type. These subclasses are as follows:
- default - a base/core class of crosshair,
- arifle - assault rifles
- mg - machine guns
- srifle - sniper rifles
- smg - submachine guns
- hgun - handguns
- sgun - "special" guns for launcher slot.
Some modded weapons may have their own cursor types and will not take any data from the classes listed above.
Sections
Every weapon crosshair subclass consists of four sections - SectionLeft, SectionTop, SectionRight and SectionBottom. Each section displays the same texture provided for crosshair (so 4 times the same texture is displayed) and can be cropped using parameters
Config Example
class CfgWeaponCursors
{
class default
{
texture = "#(argb,8,8,3)color(1,1,1,1)";
color[] =
{
"(profilenamespace getvariable ['IGUI_TEXT_RGB_R', 0])",
"(profilenamespace getvariable ['IGUI_TEXT_RGB_G', 1])",
"(profilenamespace getvariable ['IGUI_TEXT_RGB_B', 1])",
"(profilenamespace getvariable ['IGUI_TEXT_RGB_A', 0.8])"
};
fade = 0.41999999;
fadeRatioDamage = 0.5;
fadeRatioFatigue = 0.5;
shadowEnabled = 0;
class Sections
{
};
};
class arifle : default
{
texture = "\myCustomCrosshairPBO\texture\crosshairTexture.paa";
class Sections
{
class SectionLeft
{
uMin = 0;
uMax = 0.44999999;
vMin = "0.5 - (1 / 2)";
vMax = "0.5 + (1 / 2)";
xOffset = -30;
yOffset = 0;
};
class SectionTop
{
uMin = "0.5 - (1 / 2)";
uMax = "0.5 + (1 / 2)";
vMin = 0;
vMax = 0.44999999;
xOffset = 0;
yOffset = -30;
};
class SectionRight
{
uMin = "1 - 0.45";
uMax = "1 - 0";
vMin = "0.5 - (1 / 2)";
vMax = "0.5 + (1 / 2)";
xOffset = 30;
yOffset = 0;
};
class SectionBottom
{
uMin = "0.5 - (1 / 2)";
uMax = "0.5 + (1 / 2)";
vMin = "1 - 0.45";
vMax = "1 - 0";
xOffset = 0;
yOffset = 30;
};
};
};
class mg : default
{
texture = "\myCustomCrosshairPBO\texture\crosshairTexture.paa"; // this can be a different PAA file if this gun type is supposed to have a different crosshair
class Sections
{
class SectionLeft
{
uMin = 0;
uMax = 0.44999999;
vMin = "0.5 - (1 / 2)";
vMax = "0.5 + (1 / 2)";
xOffset = -30;
yOffset = 0;
};
class SectionTop
{
uMin = "0.5 - (1 / 2)";
uMax = "0.5 + (1 / 2)";
vMin = 0;
vMax = 0.44999999;
xOffset = 0;
yOffset = -30;
};
class SectionRight
{
uMin = "1 - 0.45";
uMax = "1 - 0";
vMin = "0.5 - (1 / 2)";
vMax = "0.5 + (1 / 2)";
xOffset = 30;
yOffset = 0;
};
class SectionBottom
{
uMin = "0.5 - (1 / 2)";
uMax = "0.5 + (1 / 2)";
vMin = "1 - 0.45";
vMax = "1 - 0";
xOffset = 0;
yOffset = 30;
};
};
};
class srifle : default
{
texture = "\myCustomCrosshairPBO\texture\crosshairTexture.paa";
class Sections
{
class SectionLeft
{
uMin = 0;
uMax = 0.44999999;
vMin = "0.5 - (1 / 2)";
vMax = "0.5 + (1 / 2)";
xOffset = -30;
yOffset = 0;
};
class SectionTop
{
uMin = "0.5 - (1 / 2)";
uMax = "0.5 + (1 / 2)";
vMin = 0;
vMax = 0.44999999;
xOffset = 0;
yOffset = -30;
};
class SectionRight
{
uMin = "1 - 0.45";
uMax = "1 - 0";
vMin = "0.5 - (1 / 2)";
vMax = "0.5 + (1 / 2)";
xOffset = 30;
yOffset = 0;
};
class SectionBottom
{
uMin = "0.5 - (1 / 2)";
uMax = "0.5 + (1 / 2)";
vMin = "1 - 0.45";
vMax = "1 - 0";
xOffset = 0;
yOffset = 30;
};
};
};
class smg : default
{
texture = "\myCustomCrosshairPBO\texture\crosshairTexture.paa";
class Sections
{
class SectionLeft
{
uMin = 0;
uMax = 0.44999999;
vMin = "0.5 - (1 / 2)";
vMax = "0.5 + (1 / 2)";
xOffset = -20;
yOffset = 0;
};
class SectionTop
{
uMin = "0.5 - (1 / 2)";
uMax = "0.5 + (1 / 2)";
vMin = 0;
vMax = 0.44999999;
xOffset = 0;
yOffset = -20;
};
class SectionRight
{
uMin = "1 - 0.45";
uMax = "1 - 0";
vMin = "0.5 - (1 / 2)";
vMax = "0.5 + (1 / 2)";
xOffset = 20;
yOffset = 0;
};
class SectionBottom
{
uMin = "0.5 - (1 / 2)";
uMax = "0.5 + (1 / 2)";
vMin = "1 - 0.45";
vMax = "1 - 0";
xOffset = 0;
yOffset = 20;
};
};
};
class hgun: default
{
texture = "\myCustomCrosshairPBO\texture\crosshairTexture.paa";
class Sections
{
class SectionLeft
{
uMin = 0;
uMax = 0.44999999;
vMin = "0.5 - (1 / 2)";
vMax = "0.5 + (1 / 2)";
xOffset = -20;
yOffset = 0;
};
class SectionTop
{
uMin = "0.5 - (1 / 2)";
uMax = "0.5 + (1 / 2)";
vMin = 0;
vMax = 0.44999999;
xOffset = 0;
yOffset = -20;
};
class SectionRight
{
uMin = "1 - 0.45";
uMax = "1 - 0";
vMin = "0.5 - (1 / 2)";
vMax = "0.5 + (1 / 2)";
xOffset = 20;
yOffset = 0;
};
class SectionBottom
{
uMin = "0.5 - (1 / 2)";
uMax = "0.5 + (1 / 2)";
vMin = "1 - 0.45";
vMax = "1 - 0";
xOffset = 0;
yOffset = 20;
};
};
};
class sgun : default
{
texture = "\myCustomCrosshairPBO\texture\crosshairTexture.paa";
class Sections
{
class SectionLeft
{
uMin = 0;
uMax = 0.44999999;
vMin = "0.5 - (1 / 2)";
vMax = "0.5 + (1 / 2)";
xOffset = -30;
yOffset = 0;
};
class SectionTop
{
uMin = "0.5 - (1 / 2)";
uMax = "0.5 + (1 / 2)";
vMin = 0;
vMax = 0.44999999;
xOffset = 0;
yOffset = -30;
};
class SectionRight
{
uMin = "1 - 0.45";
uMax = "1 - 0";
vMin = "0.5 - (1 / 2)";
vMax = "0.5 + (1 / 2)";
xOffset = 30;
yOffset = 0;
};
class SectionBottom
{
uMin = "0.5 - (1 / 2)";
uMax = "0.5 + (1 / 2)";
vMin = "1 - 0.45";
vMax = "1 - 0";
xOffset = 0;
yOffset = 30;
};
};
};
};
class PreloadTextures
{
class CfgWeaponCursors
{
class arifle { texture = "\myCustomCrosshairPBO\texture\crosshairTexture.paa"; };
class srifle { texture = "\myCustomCrosshairPBO\texture\crosshairTexture.paa"; };
class mg { texture = "\myCustomCrosshairPBO\texture\crosshairTexture.paa"; };
class smg { texture = "\myCustomCrosshairPBO\texture\crosshairTexture.paa"; };
class hgun { texture = "\myCustomCrosshairPBO\texture\crosshairTexture.paa"; };
class sgun { texture = "\myCustomCrosshairPBO\texture\crosshairTexture.paa"; };
};
};