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I made a custom sticky launcher crosshair.
posted in Customization
1
#1
0 Frags +

Download Link (edit 3: Updated Download link)

I (and y'all) wanted me to make a sticky launcher crosshair, so here it is! I used Stadiametric Rangefinding again; but this time I utilized mildots for simplistic

Here is the explanation for the crosshair.

https://i.imgur.com/rb4CKPH_d.webp

In the rangefinding window, the size of the target can be used to determine the distance; the smaller the target, the further away the target is.

  • A player standing in the rangefinding window at half the height would need some charge to be hit.
  • A player *larger* than the rangefinding window would be closer.
  • The bottom horizontal line approximates where the sticky launcher would land at a flat surface when aiming 0 degrees.

The crosshair was designed around `cl_crosshair_scale 32` and a resolution of 256 pixels.

EDIT: Some base measurements to help utilize stadiametric rangefinding.

* The sticky peaks 50HU above the player's eye. When an uncharged sticky peaks in height (relative to the player), it has already traveled 225H.
* An uncharged sticky will horizontally land ~625HU away from the player.

EDIT 2: Updated the download link. Crosshair should work now.

[url=https://ufile.io/ua1kjzzi]Download Link[/url] (edit 3: [url=https://ufile.io/hl2ngs7t]Updated Download link[/url])

I (and y'all) wanted me to make a sticky launcher crosshair, so here it is! I used [url=https://wikipedia.org/wiki/Stadiametric_rangefinding]Stadiametric Rangefinding[/url] again; but this time I utilized mildots for simplistic

Here is the explanation for the crosshair.
[img]https://i.imgur.com/rb4CKPH_d.webp[/img]

In the rangefinding window, the size of the target can be used to determine the distance; the smaller the target, the further away the target is.

[list]
[*] A player standing in the rangefinding window at half the height would need some charge to be hit.
[*] A player *larger* than the rangefinding window would be closer.
[*] The bottom horizontal line approximates where the sticky launcher would land at a flat surface when aiming 0 degrees.
[/list]

The crosshair was designed around `cl_crosshair_scale 32` and a resolution of 256 pixels.

EDIT: Some base measurements to help utilize stadiametric rangefinding.

* The sticky peaks 50HU above the player's eye. When an uncharged sticky peaks in height (relative to the player), it has already traveled 225H.
* An uncharged sticky will horizontally land ~625HU away from the player.

EDIT 2: Updated the download link. Crosshair should work now.
2
#2
16 Frags +

I always wondered when tf2 would reach csgo's equivalent of nade setups

I always wondered when tf2 would reach csgo's equivalent of nade setups
3
#3
68 Frags +

my brother in christ just look up

my brother in christ just look up
4
#4
-4 Frags +

this guy is actually fucking hilarious

this guy is actually fucking hilarious
5
#5
1 Frags +

will this make me a better demo?

will this make me a better demo?
6
#6
39 Frags +

Could AimIsADick be the next big thing?

Could AimIsADick be the next big thing?
7
#7
3 Frags +
zambzmy brother in christ just look up

I do actually. If the player's center is closer to the middle horizontal bar than the bottom horizontal bar, then that indicates I have to aim upwards.

[quote=zambz]my brother in christ just look up[/quote]

I do actually. If the player's center is closer to the middle horizontal bar than the bottom horizontal bar, then that indicates I have to aim upwards.
8
#8
-2 Frags +
AimIsADickzambzmy brother in christ just look up
I do actually. If the player's center is closer to the middle horizontal bar than the bottom horizontal bar, then that indicates I have to aim upwards.

I'm pretty sure that taking the time to figure out the basic trajectory of a sticky would've been a lot easier than creating this.

[quote=AimIsADick][quote=zambz]my brother in christ just look up[/quote]

I do actually. If the player's center is closer to the middle horizontal bar than the bottom horizontal bar, then that indicates I have to aim upwards.[/quote]
I'm pretty sure that taking the time to figure out the basic trajectory of a sticky would've been a lot easier than creating this.
9
#9
-3 Frags +
ziamangryI'm pretty sure that taking the time to figure out the basic trajectory of a sticky would've been a lot easier than creating this.

Not necessarily. It's harer for me to determine the "basic" trajectory; that's why I made a custom crosshair.

Also, I like efficiency and I don't like waste. It would be more efficient to make a crosshair that helps determine the distance of a player than to just rely on the useless default crosshair.

[quote=ziamangry]
I'm pretty sure that taking the time to figure out the basic trajectory of a sticky would've been a lot easier than creating this.[/quote]
Not necessarily. It's harer for me to determine the "basic" trajectory; that's why I made a custom crosshair.

Also, I like efficiency and I don't like waste. It would be more efficient to make a crosshair that helps determine the distance of a player than to just rely on the useless default crosshair.
10
#10
27 Frags +

Doesn't take into account the random deviation of stickies. B-

Doesn't take into account the random deviation of stickies. B-
11
#11
10 Frags +

Can you make me one for the quickie launcher please, I tried using this crosshair and now I can’t hit any quickies because the arc is all wrong

Can you make me one for the quickie launcher please, I tried using this crosshair and now I can’t hit any quickies because the arc is all wrong
12
#12
1 Frags +
tiram_Can you make me one for the quickie launcher please, I tried using this crosshair and now I can’t hit any quickies because the arc is all wrong

I'm confused. How is the arc wrong? The quickie launcher does not affect the velocity or trajectory of the sticky; so it would logically be the same trajectory

[quote=tiram_]Can you make me one for the quickie launcher please, I tried using this crosshair and now I can’t hit any quickies because the arc is all wrong[/quote]

I'm confused. How is the arc wrong? The quickie launcher does not affect the velocity or trajectory of the sticky; so it would logically be the same trajectory
13
#13
2 Frags +
AimIsADicktiram_Can you make me one for the quickie launcher please, I tried using this crosshair and now I can’t hit any quickies because the arc is all wrong
I'm confused. How is the arc wrong? The quickie launcher does not affect the velocity or trajectory of the sticky; so it would logically be the same trajectory

yes it does

[quote=AimIsADick][quote=tiram_]Can you make me one for the quickie launcher please, I tried using this crosshair and now I can’t hit any quickies because the arc is all wrong[/quote]

I'm confused. How is the arc wrong? The quickie launcher does not affect the velocity or trajectory of the sticky; so it would logically be the same trajectory[/quote]

yes it does
14
#14
1 Frags +
wiitabix69420AimIsADicktiram_Can you make me one for the quickie launcher please, I tried using this crosshair and now I can’t hit any quickies because the arc is all wrong
I'm confused. How is the arc wrong? The quickie launcher does not affect the velocity or trajectory of the sticky; so it would logically be the same trajectory

yes it does

How so?

I checked the Jungle Inferno source code leak (multiple times), for measurements, while creating the sticky launcher crosshair. There was no code specific to the quickiebomb launcher.

[quote=wiitabix69420][quote=AimIsADick][quote=tiram_]Can you make me one for the quickie launcher please, I tried using this crosshair and now I can’t hit any quickies because the arc is all wrong[/quote]

I'm confused. How is the arc wrong? The quickie launcher does not affect the velocity or trajectory of the sticky; so it would logically be the same trajectory[/quote]

yes it does[/quote]

How so?

I checked the Jungle Inferno source code leak (multiple times), for measurements, while creating the sticky launcher crosshair. There was no code specific to the quickiebomb launcher.
15
#15
8 Frags +

i take back everything ive said about you. you are a genius troll

i take back everything ive said about you. you are a genius troll
16
#16
0 Frags +
Seinfeldi take back everything ive said about you. you are a genius troll

How so? I'm not a troll.

[quote=Seinfeld]i take back everything ive said about you. you are a genius troll[/quote]

How so? I'm not a troll.
17
#17
-2 Frags +

it clearly says hes a dick based on the name

it clearly says hes a dick based on the name
18
#18
11 Frags +
Seinfeldi take back everything ive said about you. you are a genius troll

no real talk. this dude, has literally no logs, no history of actually playing any of the formats in this game, just posts on here. he HAS to be a alt or something man

[quote=Seinfeld]i take back everything ive said about you. you are a genius troll[/quote]

no real talk. this dude, has literally no logs, no history of actually playing any of the formats in this game, just posts on here. he HAS to be a alt or something man
19
#19
0 Frags +

Well mastercoms doesn't play competitive. Is she an alt?

Well mastercoms doesn't play competitive. Is she an alt?
20
#20
8 Frags +

I just spend 3 days analysing the source code and you’re wrong it does have a different trajectory

I just spend 3 days analysing the source code and you’re wrong it does have a different trajectory
21
#21
-3 Frags +
tiram_I just spend 3 days analysing the source code and you’re wrong it does have a different trajectory

Where is the code that changes the trajectory?

[quote=tiram_]I just spend 3 days analysing the source code and you’re wrong it does have a different trajectory[/quote]

Where is the code that changes the trajectory?
22
#22
1 Frags +
AimIsADickWell mastercoms doesn't play competitive. Is she an alt?

No, but do we really wanna compare your post history to hers lol?

[quote=AimIsADick]Well mastercoms doesn't play competitive. Is she an alt?[/quote]

No, but do we really wanna compare your post history to hers lol?
23
#23
14 Frags +
AimIsADicktiram_I just spend 3 days analysing the source code and you’re wrong it does have a different trajectory
Where is the code that changes the trajectory?

You can find it in the jungle inferno source code leak

[quote=AimIsADick][quote=tiram_]I just spend 3 days analysing the source code and you’re wrong it does have a different trajectory[/quote]

Where is the code that changes the trajectory?[/quote]

You can find it in the jungle inferno source code leak
24
#24
-5 Frags +
eddiieeAimIsADickWhere is the code that changes the trajectory?
You can find it in the jungle inferno source code leak

Where (as in the file and line number) can I find it?

I searched tf_weapon_pipebomblauncher.cpp and tf_weapon_pipebomblauncher.h for code that changes the trajectory for the quickie launcher; but I don't see any code that does this.

No attributes changed by the item schema are related to the trajectory (force, angle spread, and speed).

The only attribute I could see affecting trajectory is the model; but this thought is unproven.

[quote=eddiiee][quote=AimIsADick]
Where is the code that changes the trajectory?[/quote]

You can find it in the jungle inferno source code leak[/quote]
[i]Where[/i] (as in the file and line number) can I find it?

I searched tf_weapon_pipebomblauncher.cpp and tf_weapon_pipebomblauncher.h for code that changes the trajectory for the quickie launcher; but I don't see any code that does this.

No attributes changed by the item schema are related to the trajectory (force, angle spread, and speed).

The only attribute I could see affecting trajectory is the model; but this thought is unproven.
25
#25
16 Frags +
AimIsADickeddiieeAimIsADickWhere is the code that changes the trajectory?
You can find it in the jungle inferno source code leak
Where (as in the file and line number) can I find it?

I searched tf_weapon_pipebomblauncher.cpp and tf_weapon_pipebomblauncher.h for code that changes the trajectory for the quickie launcher; but I don't see any code that does this.

No attributes changed by the item schema are related to the trajectory (force, angle spread, and speed).

The only attribute I could see affecting trajectory is the model; but this thought is unproven.

There is a limit to how much leniency the user can have, before the fault can be applied to the user. e.g Blame a user for not looking through the jungle inferno source code properly, when the code is clearly there and readable; but don't blame the user when the code isn't there[1].

In this case, the code is in the jungle inferno source code leak[2], but I'm not going to spoonfeed[3] you if you're not willing to do the legwork.

Cheers,
eddie

[quote=AimIsADick][quote=eddiiee][quote=AimIsADick]
Where is the code that changes the trajectory?[/quote]

You can find it in the jungle inferno source code leak[/quote]
[i]Where[/i] (as in the file and line number) can I find it?

I searched tf_weapon_pipebomblauncher.cpp and tf_weapon_pipebomblauncher.h for code that changes the trajectory for the quickie launcher; but I don't see any code that does this.

No attributes changed by the item schema are related to the trajectory (force, angle spread, and speed).

The only attribute I could see affecting trajectory is the model; but this thought is unproven.[/quote]

There is a limit to how much leniency the user can have, before the fault can be applied to the user. e.g Blame a user for not looking through the jungle inferno source code properly, when the code is clearly there and readable; but don't blame the user when the code isn't there[url=https://www.teamfortress.tv/post/1063921/mastercomfig-fps-customization-config][1][/url].

In this case, the code is in the jungle inferno source code leak[url=https://www.teamfortress.tv/post/1064110/i-made-a-custom-sticky-launcher-crosshair][2][/url], but I'm not going to spoonfeed[url=https://www.merriam-webster.com/dictionary/spoon-feed][3][/url] you if you're not willing to do the legwork.

Cheers,
eddie
26
#26
-7 Frags +
eddiieeAimIsADickeddiieeAimIsADickWhere is the code that changes the trajectory?
You can find it in the jungle inferno source code leak
Where (as in the file and line number) can I find it?

I searched tf_weapon_pipebomblauncher.cpp and tf_weapon_pipebomblauncher.h for code that changes the trajectory for the quickie launcher; but I don't see any code that does this.

No attributes changed by the item schema are related to the trajectory (force, angle spread, and speed).

The only attribute I could see affecting trajectory is the model; but this thought is unproven.

There is a limit to how much leniency the user can have, before the fault can be applied to the user. e.g Blame a user for not looking through the jungle inferno source code properly, when the code is clearly there and readable; but don't blame the user when the code isn't there[1].

In this case, the code is in the jungle inferno source code leak[2], but I'm not going to spoonfeed[3] you if you're not willing to do the legwork.

Cheers,
eddie

You didn't answer the question: Where is the location, in file and line number, of the quickie-launcher-specific code? You keep claiming that it exists; but refuse to elaborate the file location and line numbers of the code.

[quote=eddiiee][quote=AimIsADick][quote=eddiiee][quote=AimIsADick]
Where is the code that changes the trajectory?[/quote]

You can find it in the jungle inferno source code leak[/quote]
[i]Where[/i] (as in the file and line number) can I find it?

I searched tf_weapon_pipebomblauncher.cpp and tf_weapon_pipebomblauncher.h for code that changes the trajectory for the quickie launcher; but I don't see any code that does this.

No attributes changed by the item schema are related to the trajectory (force, angle spread, and speed).

The only attribute I could see affecting trajectory is the model; but this thought is unproven.[/quote]

There is a limit to how much leniency the user can have, before the fault can be applied to the user. e.g Blame a user for not looking through the jungle inferno source code properly, when the code is clearly there and readable; but don't blame the user when the code isn't there[url=https://www.teamfortress.tv/post/1063921/mastercomfig-fps-customization-config][1][/url].

In this case, the code is in the jungle inferno source code leak[url=https://www.teamfortress.tv/post/1064110/i-made-a-custom-sticky-launcher-crosshair][2][/url], but I'm not going to spoonfeed[url=https://www.merriam-webster.com/dictionary/spoon-feed][3][/url] you if you're not willing to do the legwork.

Cheers,
eddie[/quote]

You didn't answer the question: Where is the location, in file and line number, of the quickie-launcher-specific code? You keep claiming that it exists; but refuse to elaborate the file location and line numbers of the code.
27
#27
2 Frags +
AimIsADickYou didn't answer the question: Where is the location, in file and line number, of the quickie-launcher-specific code? You keep claiming that it exists; but refuse to elaborate the file location and line numbers of the code.

Find it yourself bud :)

[quote=AimIsADick]You didn't answer the question: Where is the location, in file and line number, of the quickie-launcher-specific code? You keep claiming that it exists; but refuse to elaborate the file location and line numbers of the code.[/quote]
Find it yourself bud :)
28
#28
9 Frags +

If you are a zealot of FOSS (Free and Open Source Software) like you claim and you use either Linux (or as I've taken to calling it, GNU/Linux because Linux by itself is just the kernel while the GNU Project provides the core tools) or another similar free operating system such as FreeBSD or OpenBSD, then might I recommend that you search through the source code using the tool `grep'. This tool is considered a standard in the Unix and Unix-like world, and thusly is usually part of the core utilities meaning it should be part of the base system without having to install a package.

For example, in this situation you would be looking to use `grep' with the `-nri' flags, to get the line number (-n), do it recursively (-r) and do it case-insensitively (-i). I recommend checking out the manual pages (this is done with the `man' command).

HTH,
Cheers,
Byte

If you are a zealot of FOSS (Free and Open Source Software) like you claim and you use either Linux (or as I've taken to calling it, GNU/Linux because Linux by itself is just the kernel while the GNU Project provides the core tools) or another similar free operating system such as FreeBSD or OpenBSD, then might I recommend that you search through the source code using the tool `grep'. This tool is considered a standard in the Unix and Unix-like world, and thusly is usually part of the core utilities meaning it should be part of the base system without having to install a package.

For example, in this situation you would be looking to use `grep' with the `-nri' flags, to get the line number (-n), do it recursively (-r) and do it case-insensitively (-i). I recommend checking out the manual pages (this is done with the `man' command).

HTH,
Cheers,
Byte
29
#29
2 Frags +
dbkAimIsADickYou didn't answer the question: Where is the location, in file and line number, of the quickie-launcher-specific code? You keep claiming that it exists; but refuse to elaborate the file location and line numbers of the code.Find it yourself bud :)hpqoeuIf you are a zealot of FOSS (Free and Open Source Software) like you claim and you use either Linux (or as I've taken to calling it, GNU/Linux because Linux by itself is just the kernel while the GNU Project provides the core tools) or another similar free operating system such as FreeBSD or OpenBSD, then might I recommend that you search through the source code using the tool `grep'. This tool is considered a standard in the Unix and Unix-like world, and thusly is usually part of the core utilities meaning it should be part of the base system without having to install a package.

For example, in this situation you would be looking to use `grep' with the `-nri' flags, to get the line number (-n), do it recursively (-r) and do it case-insensitively (-i). I recommend checking out the manual pages (this is done with the `man' command).

HTH,
Cheers,
Byte

I ALREADY TRIED!

[quote=dbk][quote=AimIsADick]You didn't answer the question: Where is the location, in file and line number, of the quickie-launcher-specific code? You keep claiming that it exists; but refuse to elaborate the file location and line numbers of the code.[/quote]
Find it yourself bud :)[/quote]

[quote=hpqoeu]If you are a zealot of FOSS (Free and Open Source Software) like you claim and you use either Linux (or as I've taken to calling it, GNU/Linux because Linux by itself is just the kernel while the GNU Project provides the core tools) or another similar free operating system such as FreeBSD or OpenBSD, then might I recommend that you search through the source code using the tool `grep'. This tool is considered a standard in the Unix and Unix-like world, and thusly is usually part of the core utilities meaning it should be part of the base system without having to install a package.

For example, in this situation you would be looking to use `grep' with the `-nri' flags, to get the line number (-n), do it recursively (-r) and do it case-insensitively (-i). I recommend checking out the manual pages (this is done with the `man' command).

HTH,
Cheers,
Byte[/quote]

[b][i]I ALREADY TRIED![/i][/b]
30
#30
newbie.tf
6 Frags +

enigma i will get you a nice bottle of whiskey if u unmask aimisadick

i NEED to know

enigma i will get you a nice bottle of whiskey if u unmask aimisadick

i NEED to know
1 2
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