FreeSpace Releases > Scripting Releases
Custom Wingmen HUD Gauge [features now in FSO]
theperfectdrugsk:
Ooooo I like it.
Very very very small suggestion, you may want to allow it to have high-contrast toggled instead of being at full brightness all the time. Again, just for consistency.
wookieejedi:
--- Quote from: theperfectdrugsk on October 15, 2018, 03:47:54 pm ---Ooooo I like it.
Very very very small suggestion, you may want to allow it to have high-contrast toggled instead of being at full brightness all the time. Again, just for consistency.
--- End quote ---
Thanks! Just so I can better address your suggestion, are you referring the the color contrast on the dots, or the color contrast on the text?
theperfectdrugsk:
--- Quote from: wookieejedi on October 15, 2018, 04:18:40 pm ---Thanks! Just so I can better address your suggestion, are you referring the the color contrast on the dots, or the color contrast on the text?
--- End quote ---
I meant the "high contrast" toggle that you can bind to a key for use in-mission that makes the entire HUD brighter. Right now the custom wingmen gauge is always at full brightness even when the rest of the HUD is at lower brightness. Like I said, it's a super minor detail (especially since I always toggle the HUD to full brightness anyway).
wookieejedi:
--- Quote from: theperfectdrugsk on October 15, 2018, 06:26:55 pm ---
--- Quote from: wookieejedi on October 15, 2018, 04:18:40 pm ---Thanks! Just so I can better address your suggestion, are you referring the the color contrast on the dots, or the color contrast on the text?
--- End quote ---
I meant the "high contrast" toggle that you can bind to a key for use in-mission that makes the entire HUD brighter. Right now the custom wingmen gauge is always at full brightness even when the rest of the HUD is at lower brightness. Like I said, it's a super minor detail (especially since I always toggle the HUD to full brightness anyway).
--- End quote ---
Oh I had completely forgotten about that! Let me see what I can do! (Hopefully there is a scripting hook that can tell when it is set.)
m!m:
This looks pretty nice :yes: The default wingman gauge was always a little limited for my tastes...
I had some previous instances where I wanted to scale the health of a ship to a color and I found out that it is better to add a second color step in the middle to avoid that ugly red/green mix. When you use a shade of orange at 50% health the progression should look a bit nicer.
EDIT: Also, your script is nicely isolated from the rest of the scripting system. Only once global variable and everything else is local. I know that may be obvious to you but I see way too many scripts that pollute the global namespace :yes:
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