Remember those people who used to stick little dots on their screens so they could hit those 360 no scopes? No need to put sticky stuff on your screen, now you can just press ctrl+f6 !
While I can’t speak for everyone, my game has cross hairs that are bigger or smaller in certain circumstances for a reason. Being able to open a debug tool and have a perfect set of tight crosshairs really defeats my attempts are making my game a little more balanced.
My proposal is to just have the cursor only visible while your mouse is over (or I guess behind) elements of the microprofiler. This way the problem is solved, and I don’t have to black out peoples screens for trying to use a debug tool.
The crosshair is still used to select things in the view. I think the best solution is to make the crosshair respect UserInputService.MouseIconEnabled.
To add more of a reason for this to happen, we can’t even properly detect if the menu is open. The keybind can be pressed during the loading screen and we can’t detect it, and if they teleport in from another place where they already had the menu open it stays open in the new place.
It’s not really clicking that is the issue, it’s that is shows a green crosshair where your mouse is and that really undermines our own crosshairs we put in our games.
Phantom forces is a perfect example of a game effected by this. You can join, tap ctrl f6 and you have a really tight crosshair locked in the center of your screen for all your aiming needs, no need to try and use the hip fire crosshairs since you have the small green one.
I can’t speak for phantom forces, but I know when using UIS clicks still register with the profiler open. EDIT: They register with CAS too.
I always thought the crosshair tightness thing was to indicate how accurate the weapon is. I never felt it had much of an effect on where to actually place the crosshair.
Even so, isn’t it a moot point, since players can just stick little dots on their screens?
This. There’s a lot of things I don’t like about PF, but they did crosshairs right, along with it indicating accuracy. A lot of shooters “simulate” this, but don’t actually change the accuracy.
Sure but it’s a lot less effort to hit 2 keys on your keyboard than to stick a dot on your screen. I think it just boils down to just being easily accessible to do now so they do it, where before they’d need some third party program or a legit dot stuck to their screen.
I don’t think it’s really a fixable thing on a big scale, but at the very least I think roblox could help make it a little less accessible for people to do on a first party basis.
That’s what I’m getting at. It seems like it would be a bad idea to not change the accuracy, because it would leave room for players to cheat by sticking little dots on their screens.
If you were going for realism, it would be best to skip manufactured accuracy and crosshairs entirely, and rely only the dynamic between the movement of the weapon, the player, and their view.
I think I see the major problem here. Currently profiler has the following behavior:
It swallows mouse events if it’s paused - meaning, CAS and other input events should not fire; InputBegan will still fire but the processed argument will be set to true.
It renders mouse cursor if it’s visible - not just if it’s paused.
I’ll make the change that fixes the discrepancy first - so that we’ll render the cursor only if it’s paused. We can deal with InputBegan after that separately.