Author Topic: [Release - Hit Indicator; Reload Gauge] Various Ideas for HUD Scripts  (Read 7802 times)

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Re: [Release - Hit Indicator; Reload Gauge] Various Ideas for HUD Scripts
Oops, yeah. Try redownloading now. 

 

Offline wistler

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Re: [Release - Hit Indicator; Reload Gauge] Various Ideas for HUD Scripts
Oops, yeah. Try redownloading now. 

That was a rapid response time! :D I'll give it a shot now.

 
Re: [Release - Hit Indicator; Reload Gauge] Various Ideas for HUD Scripts
New idea--increase the damp values of a fighter if it's firing a beam.  One of the weirdest parts of using fighter mounted beams for me was how it felt like you were firing this massive weapon, but your fighter doesn't handle differently at all. 

 
Re: [Release - Hit Indicator; Reload Gauge] Various Ideas for HUD Scripts
Another idea - a tactical overlay - when you hold a key, draw lines linking friendly attackers to targets, escorts to escorted, and various information about the current ship targeted (turret range, fov, subsystem damage, etc). 

Even better, when you press another key, you can switch to a "tactical overview" of the battlespace, with the camera zooming far above the player and displaying the same info. 

 

Offline wistler

  • 28
Re: [Release - Hit Indicator; Reload Gauge] Various Ideas for HUD Scripts
Another idea - a tactical overlay - when you hold a key, draw lines linking friendly attackers to targets, escorts to escorted, and various information about the current ship targeted (turret range, fov, subsystem damage, etc). 

Even better, when you press another key, you can switch to a "tactical overview" of the battlespace, with the camera zooming far above the player and displaying the same info.

Yes. A hundred times yes.

 
Re: [Release - Hit Indicator; Reload Gauge] Various Ideas for HUD Scripts
Another idea - a tactical overlay - when you hold a key, draw lines linking friendly attackers to targets, escorts to escorted, and various information about the current ship targeted (turret range, fov, subsystem damage, etc). 

Even better, when you press another key, you can switch to a "tactical overview" of the battlespace, with the camera zooming far above the player and displaying the same info. 
First you need scripting access to the ai goals list which is something I want to add when the code/feature freeze ist lifted - see http://www.hard-light.net/forums/index.php?topic=83743.0

For something similar to the "tactical overview" you describe see the RTS script I'm working on (http://www.hard-light.net/forums/index.php?topic=81590.40).
The line drawing for shiporders can also be used in normal gameplay. It still lacks a ship info display when only a single ship is selected (I want add this at some point) but you have to keep in mind that depending on how many things are displayed on the screen things can get really confusing, especially when added to the normal interface.
Here goes scripting and copy paste coding
Freespace RTS Mod
Checkpoint/Shipsaveload script

 
Re: [Release - Hit Indicator; Reload Gauge] Various Ideas for HUD Scripts
Ooh, interesting.  If there'd be a way to toggle into and out of RTS mode (I've always hated using the orders menu), that would be amazing. 

 

Offline General Battuta

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Re: [Release - Hit Indicator; Reload Gauge] Various Ideas for HUD Scripts
Been done in missions you can play right now!

 
Re: [Release - Hit Indicator; Reload Gauge] Various Ideas for HUD Scripts
Been done in missions you can play right now!

Linkme?

 

Offline General Battuta

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Re: [Release - Hit Indicator; Reload Gauge] Various Ideas for HUD Scripts
I should caveat - the basic mechanic of being able to switch between a top-down strategic view and your cockpit.

e: and come to think of it the BP multiplayer project had a hilarious multiplayer mode in which one person was an RTS-mode dungeonmaster who could summon new ships and stuff, and everyone else was in the cockpit.

 
Re: [Release - Hit Indicator; Reload Gauge] Various Ideas for HUD Scripts
Ah, are you referring to the tower defense in WiH?

 

Offline General Battuta

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Re: [Release - Hit Indicator; Reload Gauge] Various Ideas for HUD Scripts
yeah

 
Re: [Release - Hit Indicator; Reload Gauge] Various Ideas for HUD Scripts
Ooh, interesting.  If there'd be a way to toggle into and out of RTS mode (I've always hated using the orders menu), that would be amazing. 
That's one of the main features of the current RTS script - being able to get into RTS mode with mouse controls and back again into your own fighter whenever you want.

I think the old version of the script used for BP multiplayer lacked that switch option.

As far as I remember the WiH tower defense used only sexps for the tactical view effect (correct me if I'm wrong and there was a script).
Here goes scripting and copy paste coding
Freespace RTS Mod
Checkpoint/Shipsaveload script