Advanced Crosshair Instructions

NOTE: If you are not comfortable manually editing your User.Ini, I highly recommend keeping a backup of your User.Ini, either copied somewhere else or renamed. That way, if you mess up, all is not lost.




1. Weapon Crosshair Settings Information
2. Weapon: Ingame Commands Information
3. List of Weapon Crosshair Commands
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4. Vehicle Alignment Reticle Information
5. Vehicle: Ingame Commands Information
6. List of Vehicle Reticle Commands
7. Vehicle List
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8. Special Notes


Weapon Info
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- This is an example of weapon crosshair settings(They can be found in your User.Ini)
[XWeapons.LinkGun]
bUseOldWeaponMesh=False
ExchangeFireModes=0
Priority=27
CustomCrosshair=76
CustomCrosshairTextureName=KWS_XC.Image
CustomCrosshairScale=2.000000
CustomCrossHairColor=(B=255,G=255,R=255,A=255)

[XWeapons.LinkGun]
- This is the Package and Name of the weapon in UT2004's code

bUseOldWeaponMesh=
- This determines if the weapon uses the UT2003 Mesh(only applies to Link Gun, Shock Rifle and Translocator)
- True will make it use the old mesh, False will make it use the new mesh

Priority
- This determines a weapon's level of "importance" and which weapon will be selected when you run out of ammunition of a different weapon
- A higher number denotes a higher priority

ExchangeFireModes=
- This reverses the Fire/AltFire modes if set to 1.
- Leave set to 0 for normal Fire/AltFire settings

CustomCrosshair=##
- This is the number of the crosshair used. This will vary depending on which crosshair is used and how many you have available

CustomCrosshairTextureName=Package.Group.Texture
- This is the location of the texture to be used.
- Package is whichever Utx file the texture is located in(occasionally, the package will be a .U file)
- Group is the group that the texture is grouped into. This is not always used.
- Texture is the name of the texture itself

CustomCrosshairScale=##
- This is the scale that the crosshair is displayed at. The number can be from 0.0 to 2.0(2.0 is the equivalent of 100% scale)

CustomCrossHairColor=(B=##,G=##,R=##,A=##)
- This is what determines the color of the crosshair texture(Note: Pure black(0,0,0) is not affected, all other colors are)
- B is Blue, G is Green, R is Red and A is Opacity(level of transparency, 255 is completely solid)




There are a number of Set commands you can use to adjust your crosshairs ingame without having to constantly go back to the Weapons tab in Settings
Note: These will not work online. They can only be used in SinglePlayer or InstantAction modes

You first have to press the Tilde( ~ ) key to access the console.
Also, if you have a key bound to Type, you can use that as well.

- Set commands must be typed in in a specific order to work. Luckily, is a simple order.

Command PackageName.WeaponName Variable Input

- Command tells UT2004 what to do, in this case, it will be Set
- PackageName is the package that the weapon resides in. Ex: XWeapons contains all the default weapons
- WeaponName is the name of the weapon in the Unreal code. Ex: SniperRifle(one word) is the name for the Lightning Gun in the UT2004 code
- Variable is the setting to be changed. Ex: CustomCrosshairTextureName
- Input is what you wish to change the setting to. Ex: Changing TextureName from kws_xc.Image to kws_xc.Hammer

Example Command:
Set XWeapons.SniperRifle CustomCrosshairScale 0.58
- This will result in the CrosshairScale of the Lightning Gun to 0.58




Set PackageName.WeaponName bExchangeFireModes 0 or 1
Set PackageName.WeaponName Priority [Number] NOTE: I believe you'll be better off changing this in the Weapons tab of Settings versus ingame commands
Set PackageName.WeaponName CustomCrosshair [Number]
Set PackageName.WeaponName CustomCrosshairScale [Number]
Set PackageName.WeaponName CustomCrosshairTextureName [PackageName.GroupName.TextureName]
Set PackageName.WeaponName CustomCrosshairColor (B=[Number],G=[Number],R=[Number],A=[Number])

- [Number] is to be replaced by whichever number you wish to use. 2.0 for Scale and 0 to 255 for colors




Vehicle Info
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Vehicle Crosshairs(Reticles) are not the crosshair in the middle of your screen(that is the default crosshair, which you can change in Weapons tab of Settings).
Vehicle Reticles are the extra crosshair that appears when the weapon of the vehicle is lined up with your regular crosshair.
A prime example would be the Goliath. When the barrel is aligned with your crosshair(and hence will fire where you wish to shoot), the green(default color) reticle will appear on your screen.
If the reticle is not present, the weapon of the vehicle will not fire where you have your crosshair aimed.
There are other circumstances where the reticle will not appear. Most common are when the vehicle has no weapon(Hellbender driver seat), when a custom HUD is forced onto your screen(Cicada passenger turret) or when a custom reticle will be used(SPMA)

- This is an example of a default Vehicle Reticle(Scorpion)

[Onslaught.ONSRV]
bDesiredBehindView=True
TPCamDistance=450.000000
CrossHairColor=(B=0,G=255,R=0,A=255)
CrosshairX=32.000000
CrosshairY=32.000000
CrosshairTexture=Texture'ONSInterface-TX.tankBarrelAligned'


[Onslaught.ONSRV]
- This is the Package and Name for the vehicle in the UT2004 Code

bDesiredBehindView=True
- This determines if the camera view will be behind the vehicle(True) or if it is from the drivers' view(False)
Note: The drivers' view is different based on the vehicle. Occasionally, the drivers' view will be obstructed by the vehicle itself(Ex: Scorpion)

TPCamDistance=450.000000
- This is how far from the vehicle that the camera will rest while in 3rd person view(can be adjusted by using the Next/PrevWeapon keys)

CrossHairColor=(B=0,G=255,R=0,A=255)
- This determines what color the reticle appears as(same method as crosshaircolor for weapons)

CrosshairX=32.000000
- Determines how far to the left/right the texture used will be stretched. The number is based from the center of the screen. So a number of 32 will stretch the crosshair 32 pixels to the left and 32 pixels to the right of center.

CrosshairY=32.000000
- Same as CrosshairX except it determines the vertical stretch(Up/Down)

CrosshairTexture=Texture'ONSInterface-TX.tankBarrelAligned'
- This determines what texture is used for the reticle. It is entered in a PackageName.GroupName.TextureName format. If the texture is not sorted into a group, GroupName is not needed.




Vehicle Ingame Commands are roughly the same as weapon commands with one difference, you'll be using PackageName.VehicleName
So refer to section 2 if you really need to re-read




bDesiredBehindView=True - No Set command needed, just press whichever key you have ToggleBehindView (Usually F4)
Set PackageName.VehicleName TPCamDistance [Number] - Not really necessary either, just change it with Next/PrevWeapon
Set PackageName.VehicleName CrossHairColor (B=0,G=255,R=0,A=255)
Set PackageName.VehicleName CrosshairX [Number]
Set PackageName.VehicleName CrosshairY [Number]
Set PackageName.VehicleName CrosshairTexture Texture'PackageName.GroupName.TextureName' - Note: The part "Texture'TEXTURENAME' has to be done in that form. Also, Group is not always needed.




These are default UT2004 Vehicles as the appear in code and the User.Ini
Onslaught.ONSRV  -  Scorpion
Onslaught.ONSPRV  -  Hellbender
Onslaught.ONSPRVSideGunPawn  -  Hellbender Side Turret(Seat 2)
Onslaught.ONSPRVRearGunPawn  -  Hellbender Rear Turret(Seat 3)
Onslaught.ONSManualGunPawn  -  Base Energy Turrets(I think)
Onslaught.ONSHoverBike  -  Manta
Onslaught.ONSHoverTank  -  Goliath
Onslaught.ONSTankSecondaryTurretPawn  -   Goliath Minigun Turret(Seat 2)
Onslaught.ONSAttackCraft  -  Raptor
OnslaughtFull.ONSHoverTank_IonPlasma  -  Ion Tank
OnslaughtFull.ONSTankSecondaryTurretPawn_IonPlasma  -  Ion Minigun Turret(Seat 2)
OnslaughtFull.ONSMobileAssaultStation  -  Leviathan
OnslaughtFull.ONSMASSideGunPawn  -  Leviathan Side Turrets(Seats 2-5)
OnslaughtBP.ONSDualAttackCraft  -  Cicada (Bonus Pack)
OnslaughtBP.ONSDualACGatlingGunPawn  -  Cicada Ball Turret(Seat 2/Bonus Pack)
OnslaughtBP.ONSShockTank  -  Paladin (Bonus Pack)
OnslaughtBP.ONSArtillery  -  SPMA Truck (Bonus Pack)
OnslaughtBP.ONSArtillerySideGunPawn  -  SPMA Passenger Turret (Seat 2/Bonus Pack)




- Three of the xhairs, Soul 4, Pipe 2 and Core 4, were designed to be stretched to the outer corners of your screen(they don't have to be, just recommended). To determine what to set your CrosshairX/Y to, take the largest number of your gaming res(Ex: it would be 800 for 800x600) and divide it in half. This is a rough estimate, if it doesn't fit right, change CrosshairX/Y as needed.
- To save you a lot of time digging thru UnrealEd to determine the Groups and Names of all the xhairs, just open KAusXhair.Ucl in notepad. Look for CrosshairTexture=
The Package.Group.Texture names are listed after it. (Ex: Crosshair=(FriendlyName="[KAus] Tavar",CrosshairTexture=KWS_XC.0306.Tavar,ClassName=KAusXhair.KAusCrosshairs)