Honger/Sandbox – User

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[[Category:Sandbox]]<!-- keep in Sandbox page -->
== CfgWeaponCursors ==
== 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:
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,
* default - a base/core class of crosshair,
Line 9: Line 13:
* sgun - "special" guns for launcher slot.
* 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.
Some modded weapons may have their own cursor types and will not take any data from the classes listed above.
=== Sections ===
=== 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
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
{{Feature|important|Crosshair texture should be a size of 128x128px in greyscale mode (AI88) and contain full image of crosshair, which will be cropped into four sections later. Weapon cursor is resized with interface size so make sure it's big enough to be visible in smallest UI size.}}
{{Feature|important|Crosshair texture should be a size of 128x128px in greyscale mode (AI88) and contain full image of crosshair, which will be cropped into four sections later. Weapon cursor is resized with interface size so make sure it's big enough to be visible in smallest UI size.}}
== Config example ==
 
== Config Example ==
 
<syntaxhighlight lang="cpp">
<syntaxhighlight lang="cpp">
class CfgWeaponCursors
class CfgWeaponCursors
Line 18: Line 26:
class default
class default
{
{
texture="#(argb,8,8,3)color(1,1,1,1)";
texture = "#(argb,8,8,3)color(1,1,1,1)";
color[]=
color[] =
{
{
"(profilenamespace getvariable ['IGUI_TEXT_RGB_R',0])",
"(profilenamespace getvariable ['IGUI_TEXT_RGB_R', 0])",
"(profilenamespace getvariable ['IGUI_TEXT_RGB_G',1])",
"(profilenamespace getvariable ['IGUI_TEXT_RGB_G', 1])",
"(profilenamespace getvariable ['IGUI_TEXT_RGB_B',1])",
"(profilenamespace getvariable ['IGUI_TEXT_RGB_B', 1])",
"(profilenamespace getvariable ['IGUI_TEXT_RGB_A',0.8])"
"(profilenamespace getvariable ['IGUI_TEXT_RGB_A', 0.8])"
};
};
fade=0.41999999;
fade = 0.41999999;
fadeRatioDamage=0.5;
fadeRatioDamage = 0.5;
fadeRatioFatigue=0.5;
fadeRatioFatigue = 0.5;
shadowEnabled=0;
shadowEnabled = 0;
class Sections
class Sections
{
{
};
};
};
};
class arifle: default
 
class arifle : default
{
{
texture="\myCustomCrosshairPBO\texture\crosshairTexture.paa";
texture = "\myCustomCrosshairPBO\texture\crosshairTexture.paa";
class Sections
class Sections
{
{
class SectionLeft
class SectionLeft
{
{
uMin=0;
uMin = 0;
uMax=0.44999999;
uMax = 0.44999999;
vMin="0.5 - (1 / 2)";
vMin = "0.5 - (1 / 2)";
vMax="0.5 + (1 / 2)";
vMax = "0.5 + (1 / 2)";
xOffset=-30;
xOffset = -30;
yOffset=0;
yOffset = 0;
};
};
class SectionTop
class SectionTop
{
{
uMin="0.5 - (1 / 2)";
uMin = "0.5 - (1 / 2)";
uMax="0.5 + (1 / 2)";
uMax = "0.5 + (1 / 2)";
vMin=0;
vMin = 0;
vMax=0.44999999;
vMax = 0.44999999;
xOffset=0;
xOffset = 0;
yOffset=-30;
yOffset = -30;
};
};
class SectionRight
class SectionRight
{
{
uMin="1 - 0.45";
uMin = "1 - 0.45";
uMax="1 - 0";
uMax = "1 - 0";
vMin="0.5 - (1 / 2)";
vMin = "0.5 - (1 / 2)";
vMax="0.5 + (1 / 2)";
vMax = "0.5 + (1 / 2)";
xOffset=30;
xOffset = 30;
yOffset=0;
yOffset = 0;
};
};
class SectionBottom
class SectionBottom
{
{
uMin="0.5 - (1 / 2)";
uMin = "0.5 - (1 / 2)";
uMax="0.5 + (1 / 2)";
uMax = "0.5 + (1 / 2)";
vMin="1 - 0.45";
vMin = "1 - 0.45";
vMax="1 - 0";
vMax = "1 - 0";
xOffset=0;
xOffset = 0;
yOffset=30;
yOffset = 30;
};
};
};
};
};
};
class mg: default
 
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
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 Sections
{
{
class SectionLeft
class SectionLeft
{
{
uMin=0;
uMin = 0;
uMax=0.44999999;
uMax = 0.44999999;
vMin="0.5 - (1 / 2)";
vMin = "0.5 - (1 / 2)";
vMax="0.5 + (1 / 2)";
vMax = "0.5 + (1 / 2)";
xOffset=-30;
xOffset = -30;
yOffset=0;
yOffset = 0;
};
};
class SectionTop
class SectionTop
{
{
uMin="0.5 - (1 / 2)";
uMin = "0.5 - (1 / 2)";
uMax="0.5 + (1 / 2)";
uMax = "0.5 + (1 / 2)";
vMin=0;
vMin = 0;
vMax=0.44999999;
vMax = 0.44999999;
xOffset=0;
xOffset = 0;
yOffset=-30;
yOffset = -30;
};
};
class SectionRight
class SectionRight
{
{
uMin="1 - 0.45";
uMin = "1 - 0.45";
uMax="1 - 0";
uMax = "1 - 0";
vMin="0.5 - (1 / 2)";
vMin = "0.5 - (1 / 2)";
vMax="0.5 + (1 / 2)";
vMax = "0.5 + (1 / 2)";
xOffset=30;
xOffset = 30;
yOffset=0;
yOffset = 0;
};
};
class SectionBottom
class SectionBottom
{
{
uMin="0.5 - (1 / 2)";
uMin = "0.5 - (1 / 2)";
uMax="0.5 + (1 / 2)";
uMax = "0.5 + (1 / 2)";
vMin="1 - 0.45";
vMin = "1 - 0.45";
vMax="1 - 0";
vMax = "1 - 0";
xOffset=0;
xOffset = 0;
yOffset=30;
yOffset = 30;
};
};
};
};
};
};
class srifle: default
 
class srifle : default
{
{
texture="\myCustomCrosshairPBO\texture\crosshairTexture.paa";
texture = "\myCustomCrosshairPBO\texture\crosshairTexture.paa";
class Sections
class Sections
{
{
class SectionLeft
class SectionLeft
{
{
uMin=0;
uMin = 0;
uMax=0.44999999;
uMax = 0.44999999;
vMin="0.5 - (1 / 2)";
vMin = "0.5 - (1 / 2)";
vMax="0.5 + (1 / 2)";
vMax = "0.5 + (1 / 2)";
xOffset=-30;
xOffset = -30;
yOffset=0;
yOffset = 0;
};
};
class SectionTop
class SectionTop
{
{
uMin="0.5 - (1 / 2)";
uMin = "0.5 - (1 / 2)";
uMax="0.5 + (1 / 2)";
uMax = "0.5 + (1 / 2)";
vMin=0;
vMin = 0;
vMax=0.44999999;
vMax = 0.44999999;
xOffset=0;
xOffset = 0;
yOffset=-30;
yOffset = -30;
};
};
class SectionRight
class SectionRight
{
{
uMin="1 - 0.45";
uMin = "1 - 0.45";
uMax="1 - 0";
uMax = "1 - 0";
vMin="0.5 - (1 / 2)";
vMin = "0.5 - (1 / 2)";
vMax="0.5 + (1 / 2)";
vMax = "0.5 + (1 / 2)";
xOffset=30;
xOffset = 30;
yOffset=0;
yOffset = 0;
};
};
class SectionBottom
class SectionBottom
{
{
uMin="0.5 - (1 / 2)";
uMin = "0.5 - (1 / 2)";
uMax="0.5 + (1 / 2)";
uMax = "0.5 + (1 / 2)";
vMin="1 - 0.45";
vMin = "1 - 0.45";
vMax="1 - 0";
vMax = "1 - 0";
xOffset=0;
xOffset = 0;
yOffset=30;
yOffset = 30;
};
};
};
};
};
};
class smg: default
 
class smg : default
{
{
texture="\myCustomCrosshairPBO\texture\crosshairTexture.paa";
texture = "\myCustomCrosshairPBO\texture\crosshairTexture.paa";
class Sections
class Sections
{
{
class SectionLeft
class SectionLeft
{
{
uMin=0;
uMin = 0;
uMax=0.44999999;
uMax = 0.44999999;
vMin="0.5 - (1 / 2)";
vMin = "0.5 - (1 / 2)";
vMax="0.5 + (1 / 2)";
vMax = "0.5 + (1 / 2)";
xOffset=-20;
xOffset = -20;
yOffset=0;
yOffset = 0;
};
};
class SectionTop
class SectionTop
{
{
uMin="0.5 - (1 / 2)";
uMin = "0.5 - (1 / 2)";
uMax="0.5 + (1 / 2)";
uMax = "0.5 + (1 / 2)";
vMin=0;
vMin = 0;
vMax=0.44999999;
vMax = 0.44999999;
xOffset=0;
xOffset = 0;
yOffset=-20;
yOffset = -20;
};
};
class SectionRight
class SectionRight
{
{
uMin="1 - 0.45";
uMin = "1 - 0.45";
uMax="1 - 0";
uMax = "1 - 0";
vMin="0.5 - (1 / 2)";
vMin = "0.5 - (1 / 2)";
vMax="0.5 + (1 / 2)";
vMax = "0.5 + (1 / 2)";
xOffset=20;
xOffset = 20;
yOffset=0;
yOffset = 0;
};
};
class SectionBottom
class SectionBottom
{
{
uMin="0.5 - (1 / 2)";
uMin = "0.5 - (1 / 2)";
uMax="0.5 + (1 / 2)";
uMax = "0.5 + (1 / 2)";
vMin="1 - 0.45";
vMin = "1 - 0.45";
vMax="1 - 0";
vMax = "1 - 0";
xOffset=0;
xOffset = 0;
yOffset=20;
yOffset = 20;
};
};
};
};
Line 208: Line 232:
class hgun: default
class hgun: default
{
{
texture="\myCustomCrosshairPBO\texture\crosshairTexture.paa";
texture = "\myCustomCrosshairPBO\texture\crosshairTexture.paa";
class Sections
class Sections
{
{
class SectionLeft
class SectionLeft
{
{
uMin=0;
uMin = 0;
uMax=0.44999999;
uMax = 0.44999999;
vMin="0.5 - (1 / 2)";
vMin = "0.5 - (1 / 2)";
vMax="0.5 + (1 / 2)";
vMax = "0.5 + (1 / 2)";
xOffset=-20;
xOffset = -20;
yOffset=0;
yOffset = 0;
};
};
class SectionTop
class SectionTop
{
{
uMin="0.5 - (1 / 2)";
uMin = "0.5 - (1 / 2)";
uMax="0.5 + (1 / 2)";
uMax = "0.5 + (1 / 2)";
vMin=0;
vMin = 0;
vMax=0.44999999;
vMax = 0.44999999;
xOffset=0;
xOffset = 0;
yOffset=-20;
yOffset = -20;
};
};
class SectionRight
class SectionRight
{
{
uMin="1 - 0.45";
uMin = "1 - 0.45";
uMax="1 - 0";
uMax = "1 - 0";
vMin="0.5 - (1 / 2)";
vMin = "0.5 - (1 / 2)";
vMax="0.5 + (1 / 2)";
vMax = "0.5 + (1 / 2)";
xOffset=20;
xOffset = 20;
yOffset=0;
yOffset = 0;
};
};
class SectionBottom
class SectionBottom
{
{
uMin="0.5 - (1 / 2)";
uMin = "0.5 - (1 / 2)";
uMax="0.5 + (1 / 2)";
uMax = "0.5 + (1 / 2)";
vMin="1 - 0.45";
vMin = "1 - 0.45";
vMax="1 - 0";
vMax = "1 - 0";
xOffset=0;
xOffset = 0;
yOffset=20;
yOffset = 20;
};
};
};
};
};
};
class sgun: default
 
class sgun : default
{
{
texture="\myCustomCrosshairPBO\texture\crosshairTexture.paa";
texture = "\myCustomCrosshairPBO\texture\crosshairTexture.paa";
class Sections
class Sections
{
{
class SectionLeft
class SectionLeft
{
{
uMin=0;
uMin = 0;
uMax=0.44999999;
uMax = 0.44999999;
vMin="0.5 - (1 / 2)";
vMin = "0.5 - (1 / 2)";
vMax="0.5 + (1 / 2)";
vMax = "0.5 + (1 / 2)";
xOffset=-30;
xOffset = -30;
yOffset=0;
yOffset = 0;
};
};
class SectionTop
class SectionTop
{
{
uMin="0.5 - (1 / 2)";
uMin = "0.5 - (1 / 2)";
uMax="0.5 + (1 / 2)";
uMax = "0.5 + (1 / 2)";
vMin=0;
vMin = 0;
vMax=0.44999999;
vMax = 0.44999999;
xOffset=0;
xOffset = 0;
yOffset=-30;
yOffset = -30;
};
};
class SectionRight
class SectionRight
{
{
uMin="1 - 0.45";
uMin = "1 - 0.45";
uMax="1 - 0";
uMax = "1 - 0";
vMin="0.5 - (1 / 2)";
vMin = "0.5 - (1 / 2)";
vMax="0.5 + (1 / 2)";
vMax = "0.5 + (1 / 2)";
xOffset=30;
xOffset = 30;
yOffset=0;
yOffset = 0;
};
};
class SectionBottom
class SectionBottom
{
{
uMin="0.5 - (1 / 2)";
uMin = "0.5 - (1 / 2)";
uMax="0.5 + (1 / 2)";
uMax = "0.5 + (1 / 2)";
vMin="1 - 0.45";
vMin = "1 - 0.45";
vMax="1 - 0";
vMax = "1 - 0";
xOffset=0;
xOffset = 0;
yOffset=30;
yOffset = 30;
};
};
};
};
Line 298: Line 329:
class CfgWeaponCursors
class CfgWeaponCursors
{
{
class arifle
class arifle { texture = "\myCustomCrosshairPBO\texture\crosshairTexture.paa"; };
{
class srifle { texture = "\myCustomCrosshairPBO\texture\crosshairTexture.paa"; };
texture="\myCustomCrosshairPBO\texture\crosshairTexture.paa";
class mg { texture = "\myCustomCrosshairPBO\texture\crosshairTexture.paa"; };
};
class smg { texture = "\myCustomCrosshairPBO\texture\crosshairTexture.paa"; };
class srifle
class hgun { texture = "\myCustomCrosshairPBO\texture\crosshairTexture.paa"; };
{
class sgun { texture = "\myCustomCrosshairPBO\texture\crosshairTexture.paa"; };
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";
};
};
};
};
};
</syntaxhighlight>
</syntaxhighlight>

Latest revision as of 19:13, 13 February 2023


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

Crosshair texture should be a size of 128x128px in greyscale mode (AI88) and contain full image of crosshair, which will be cropped into four sections later. Weapon cursor is resized with interface size so make sure it's big enough to be visible in smallest UI size.

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"; };
	};
};