Here is my current itteration, could probably use some work.
Displays along the upper-left bracket (on the inside) the following:
Ship Name
Ship Class
Hitpoints (based on percentage like the targeting information)
Distance.
The distance part could use the most help, as I want it to return the same distance as the standard targeting box (bottom left) but I haven't figured it out yet.
The -- lines are a different way of achieving distance calculations and would be used together (place a -- for the currently active line!)
#Conditional Hooks
$Application: FS2_Open
$On Game Init:
[
drawReticle = function(ship)
if ship.Team.Name == "Hostile" then gr.setColor(255,50,50,255)
elseif ship.Team.Name == "Friendly" then gr.setColor(0,255,0,255)
elseif ship.Team.Name == "Unknown" then gr.setColor(255,255,0,255)
end
local x
local y
local x1
local y1
plr = hv.Player
if plr:isValid() then
distance = ship.Position:getDistance(plr.Position)
-- collision_pos = ship:checkRayCollision(plr.Position, ship.Position, false)
-- distance = collision_pos:getDistance(plr.Position)
end
hippo_pct = math.floor((ship.HitpointsLeft / ship.Class.HitpointsMax) * 100)
x,y,x1,y1 = gr.drawTargetingBrackets(ship, true)
if x ~= nil and y1 ~= nil then
gr.drawString(ship.Name, x+3, y+2)
gr.drawString(ship.Class.Name, x+3, y+11)
gr.drawString(hippo_pct, x+3, y+20)
gr.drawString(distance, x+3, y+29)
end
end
]
$On HUD Draw:
[
if missiontime == nil then
missiontime = mn.getMissionTime()
oldmissiontime = missiontime
end
if missiontime ~= nil then
if hu.HUDDrawn then
missiontime = mn.getMissionTime()
if oldmissiontime ~= missiontime then
if mn.EscortShips ~= nil then
NumberEscorted = #mn.EscortShips
for i= 1,NumberEscorted do
escortedship = mn.EscortShips[i]
if escortedship.Position:getScreenCoords() ~= false then
drawReticle(escortedship)
end
end
end
end
end
oldmissiontime = missiontime
end
]
#End