
The text of the labels can be changed with the help of the format() method and formatting functions: // set the text of the x-label using text formatterĬhart.crosshair().xLabel().format("") Ĭhart.crosshair().yLabel(). You can disable or enable a label or both labels by using the false or true parameter: // disable the x-label

#CROSSHAIRS FULL#
See the full list of the available settings: .CrosshairLabel To configure these labels, use the xLabel() and yLabel() methods. The crosshair has two labels, which are shown on the X- and Y-axes in the points where the axes are crossed by the crosshair lines. He was a member of Clone Force 99, also known as the Bad Batch, a squad of elite clone commandos who each bore favorable genetic mutations that gave them individually unique skills and abilities. Triple Exponential Moving Average (TRIX) A genetically defective clone of Jango Fett, Crosshair served as a sniper in the Grand Army of the Republic during the Clone Wars.Moving Average Convergence Divergence (MACD).Otherwise it can still be selected from the console assuming the user knows the crosshair number. If you do so, your crosshair will be selectable from the in-game menu. The actual number you choose does not matter, as long as it is greater than zero: it is merely the number that you will refer to when setting the crosshair from the console or using A_SetCrosshair.Īs a final step, you can optionally add your crosshair to the XHAIRS lump along with a text description. The default crosshairs use XHAIRS1 - XHAIRS7 and XHAIRB1 - XHAIRB7, so it is a good idea not to use those numbers unless you intend to replace them. If the number is a single digit, you do not need to include a leading zero. Save your small version as XHAIRSxx, and your large version as XHAIRBxx, where xx is the number of the crosshair. Autoexec Copy textfield into your autoexec or paste your autoexec into textfield Type binds in console to get list of commands Toggle Crosshairs.


You can also use a grayscale image, with white areas showing as fully opaque and black as fully transparent. It is recommended to use a format which supports an alpha channel so you have direct control over the transparency of the crosshair. You can create the images in any image format that ZDoom supports. The small version is only used if the player is using a very low screen resolution otherwise the big version will be used. To create a custom crosshair, you need to make two images - one for the "big" version of your crosshair, and one for the small version.
#CROSSHAIRS MODS#
You can also include custom crosshairs with your mods and allow the user to select them from the menu using the XHAIRS lump, or apply them to custom weapons directly using A_SetCrosshair.
#CROSSHAIRS ARCHIVE#
A value of 0 means "no crosshair", and a positive value refers to that crosshair number.Ĭrosshairs can be placed in any type of archive and loaded manually from the command line, or added to an autoload folder to load up every time you start ZDoom, so you can easily replace your crosshair with one of your own making. The user's choice of crosshair is stored in the crosshair variable.

Weapons can feature their own built-in crosshairs with the A_SetCrosshair function. Additional crosshairs can be given through a custom XHAIRS lump. ZDoom provides a selection of seven crosshairs, which can be configured through the HUD options menu. The crosshair or crosshairs is a small graphics displayed as part of the HUD in the center of the screen and serving as a targeting aid. For more information on this article, visit the crosshairs page on the Doom Wiki.
