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FreeSpace Releases => Scripting Releases => Topic started by: BlasterNT on March 09, 2013, 10:27:28 pm

Title: [Release - Hit Indicator; Reload Gauge] Various Ideas for HUD Scripts
Post by: BlasterNT on March 09, 2013, 10:27:28 pm
Just a few ideas.  I'll probably try to implement them, at some point in time. 

1.  Hit indicator
(https://dl.dropbox.com/u/215663/EMP%20Transfer/Misc%20Screens/hitindicatordemonstrate-01.png)
Draws an "x" over the reticle when your weapons hit something, and a circle when you make a kill. 
https://dl.dropbox.com/u/215663/EMP%20Transfer/Scripts/Hit%20Indicator.zip

2.  Reload Gauge
(https://dl.dropbox.com/u/215663/EMP%20Transfer/Misc%20Screens/reloadindicatordemonstration.png)
Draws a ring around the crosshairs as a weapon reloads.  Currently works for primaries and secondaries, but doesn't (yet) take into account burst, cycle, or linked firewait.  Planning on using different user configurable colors for each weaponbank. 
https://dl.dropbox.com/u/215663/EMP%20Transfer/Scripts/ReloadGauges.zip

3.  Autoaim rings/fov rings.  Sorta like in Ace Combat Assault Horizon (http://youtu.be/N2JuPVWCzsA?t=23s), where there's a ring that surrounds either your autoaim radius, or the fov of your particular weapon (would have to scale for target range). 
Title: Re: Various Ideas for HUD Scripts
Post by: Mobius on March 16, 2013, 04:31:24 pm
Uhm, do we really need a hit indicator?

Anyway, speaking of gauges, I would really like to see an option that enables those interested to switch from hull and shield integrity percentages to gauges. Sometimes things are too expectable! For example if a Cyclops deals 4% damage to a given ship and that ship has 16% hull integrity left, you know for sure that four torps would take the ship out. With gauges it's still possible to estimate how much torps are necessary to destroy a ship, but you'd have that degree of uncertainty that IMO makes the battle more interesting and unpredictable.
Title: Re: Various Ideas for HUD Scripts
Post by: BlasterNT on March 17, 2013, 05:54:11 pm
I'd like to see a hit indicator mainly so that you can fire long range missiles (like Trebs), and see if they hit, even if you've switched targets. 

I rather like the gauges idea.  I bet you could use a modified +Hardpoints gauge that changed color based on hull integrity, sorta like MechWarrior, for that purpose. 
Title: Re: [Release - Hit Indicator] Various Ideas for HUD Scripts
Post by: BlasterNT on March 25, 2013, 10:26:27 pm
Updated first post with hit indicator download.  My first script!
Title: Re: [Release - Hit Indicator] Various Ideas for HUD Scripts
Post by: niffiwan on March 25, 2013, 11:58:01 pm
2.  Some kind of reloading gauge, for long firing weapons (by the way, is there a way to have a reload time of over 5 seconds for primaries?). 

I think as of 3.6.14 primary firewaits of greater than 5 secs should work.
Title: Re: [Release - Hit Indicator] Various Ideas for HUD Scripts
Post by: BlasterNT on March 26, 2013, 08:09:41 am
Awesome.  Somebody update the wiki?
Title: Re: [Release - Hit Indicator] Various Ideas for HUD Scripts
Post by: Apollo on March 26, 2013, 12:51:37 pm
I like the idea of a hit indicator. It adds immersion.
Title: Re: [Release - Hit Indicator; Reload Gauge] Various Ideas for HUD Scripts
Post by: BlasterNT on March 27, 2013, 09:23:54 am
Updated first post with optimized hit indicator script, and reload gauge script. 
Title: Re: [Release - Hit Indicator; Reload Gauge] Various Ideas for HUD Scripts
Post by: Thaeris on March 27, 2013, 12:19:08 pm
I like the idea of a hit indicator. It adds immersion.

How do avionics per-se add immersion? Anything on a HUD is the visual output from the spacecraft's computer systems, which may or may not have the sensor capacity to assess if a weapon actually hit.
Title: Re: [Release - Hit Indicator; Reload Gauge] Various Ideas for HUD Scripts
Post by: Apollo on March 27, 2013, 01:16:55 pm
I like the idea of a hit indicator. It adds immersion.

How do avionics per-se add immersion? Anything on a HUD is the visual output from the spacecraft's computer systems, which may or may not have the sensor capacity to assess if a weapon actually hit.

Because it creates a greater sense of interactivity, and therefore feels more like piloting an actual fighter.
Title: Re: [Release - Hit Indicator; Reload Gauge] Various Ideas for HUD Scripts
Post by: General Battuta on March 27, 2013, 01:28:54 pm
I like the idea of a hit indicator. It adds immersion.

How do avionics per-se add immersion? Anything on a HUD is the visual output from the spacecraft's computer systems, which may or may not have the sensor capacity to assess if a weapon actually hit.

Because it creates a greater sense of interactivity, and therefore feels more like piloting an actual fighter.

That doesn't make any sense at all - your first clause doesn't seem logically connected to your second. Thaeris' point stands. Interactivity is not a trait of piloting an actual fighter: possessing the avionics capabilities of an actual fighter is a trait of piloting an actual fighter.

Pk gauges for various missiles would be kinda cool though.
Title: Re: [Release - Hit Indicator; Reload Gauge] Various Ideas for HUD Scripts
Post by: BlasterNT on March 27, 2013, 01:38:21 pm
Pk gauges for various missiles would be kinda cool though.

The script could be fairly easily modified to achieve such.   
Title: Re: [Release - Hit Indicator; Reload Gauge] Various Ideas for HUD Scripts
Post by: mjn.mixael on March 27, 2013, 02:06:34 pm
I like the idea of a hit indicator. It adds immersion.

How do avionics per-se add immersion? Anything on a HUD is the visual output from the spacecraft's computer systems, which may or may not have the sensor capacity to assess if a weapon actually hit.

Because it creates a greater sense of interactivity, and therefore feels more like piloting an actual fighter.

That doesn't make any sense at all - your first clause doesn't seem logically connected to your second. Thaeris' point stands. Interactivity is not a trait of piloting an actual fighter: possessing the avionics capabilities of an actual fighter is a trait of piloting an actual fighter.

Pk gauges for various missiles would be kinda cool though.

I.. wut.. why are you guys arguing about this... and Battuta, why do you seem to be contradicting people habitually in threads all over. Positivity man. Let people have some fun!
Title: Re: [Release - Hit Indicator; Reload Gauge] Various Ideas for HUD Scripts
Post by: Apollo on March 27, 2013, 02:11:18 pm
I like the idea of a hit indicator. It adds immersion.

How do avionics per-se add immersion? Anything on a HUD is the visual output from the spacecraft's computer systems, which may or may not have the sensor capacity to assess if a weapon actually hit.

Because it creates a greater sense of interactivity, and therefore feels more like piloting an actual fighter.

That doesn't make any sense at all - your first clause doesn't seem logically connected to your second. Thaeris' point stands. Interactivity is not a trait of piloting an actual fighter: possessing the avionics capabilities of an actual fighter is a trait of piloting an actual fighter.

Pk gauges for various missiles would be kinda cool though.

It might not literally resemble piloting a fighter, but for me it feels that way. That's the only justification I need.
Title: Re: [Release - Hit Indicator; Reload Gauge] Various Ideas for HUD Scripts
Post by: General Battuta on March 27, 2013, 02:12:28 pm
I don't think hitmarkers are a bad idea (I kinda like them even in modern FPS games where they're a bit overplayed), I just think his reasoning is silly.

I gotta contradict people to release the rage fueled by constantly reading debug logs.

Title: Re: [Release - Hit Indicator; Reload Gauge] Various Ideas for HUD Scripts
Post by: BlasterNT on March 27, 2013, 02:43:05 pm
Ohh that's what they're called..  derp
Title: Re: [Release - Hit Indicator; Reload Gauge] Various Ideas for HUD Scripts
Post by: mjn.mixael on March 27, 2013, 03:10:31 pm
I don't think hitmarkers are a bad idea (I kinda like them even in modern FPS games where they're a bit overplayed), I just think his reasoning is silly.

I gotta contradict people to release the rage fueled by constantly reading debug logs.

Yeah ok.. fine.. That's actually legit.  :)
Title: Re: [Release - Hit Indicator; Reload Gauge] Various Ideas for HUD Scripts
Post by: fightermedic on April 01, 2013, 01:42:06 pm
that reload gauge is rather awesome
it's going to be used! great work
Title: Re: [Release - Hit Indicator; Reload Gauge] Various Ideas for HUD Scripts
Post by: coffeesoft on April 02, 2013, 01:33:01 pm
Let´s try, thanks   :yes:
Title: Re: [Release - Hit Indicator; Reload Gauge] Various Ideas for HUD Scripts
Post by: wistler on April 02, 2013, 03:20:40 pm
The Hit Indicator is sweet and works real well, apart from when you shoot asteroids.

The game crashes and I get this error message
Code: [Select]
Could not find index 'Killer' in type 'HookVariables'

------------------------------------------------------------------
ADE Debug:
------------------------------------------------------------------
Name: (null)
Name of: (null)
Function type: (null)
Defined on: 0
Upvalues: 0

Source: (null)
Short source:
Current line: 0
- Function line: 0
------------------------------------------------------------------


------------------------------------------------------------------

stack traceback:
[C]: ?
[string "hitindicator-sct.tbm - On Death"]:1: in main chunk
------------------------------------------------------------------

1: Userdata [HookVariables]
2: String [Killer]
------------------------------------------------------------------

Is there a way for it not to take asteroids into account?
Title: Re: [Release - Hit Indicator; Reload Gauge] Various Ideas for HUD Scripts
Post by: BlasterNT on April 02, 2013, 03:27:13 pm
Oops, yeah. Try redownloading now. 
Title: Re: [Release - Hit Indicator; Reload Gauge] Various Ideas for HUD Scripts
Post by: wistler on April 02, 2013, 03:34:13 pm
Oops, yeah. Try redownloading now. 

That was a rapid response time! :D I'll give it a shot now.
Title: Re: [Release - Hit Indicator; Reload Gauge] Various Ideas for HUD Scripts
Post by: BlasterNT on April 03, 2013, 09:41:08 pm
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. 
Title: Re: [Release - Hit Indicator; Reload Gauge] Various Ideas for HUD Scripts
Post by: BlasterNT on April 13, 2013, 09:55:22 pm
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. 
Title: Re: [Release - Hit Indicator; Reload Gauge] Various Ideas for HUD Scripts
Post by: wistler on April 14, 2013, 07:29:31 am
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.
Title: Re: [Release - Hit Indicator; Reload Gauge] Various Ideas for HUD Scripts
Post by: Admiral MS on April 14, 2013, 12:55:24 pm
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.
Title: Re: [Release - Hit Indicator; Reload Gauge] Various Ideas for HUD Scripts
Post by: BlasterNT on April 14, 2013, 10:19:19 pm
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. 
Title: Re: [Release - Hit Indicator; Reload Gauge] Various Ideas for HUD Scripts
Post by: General Battuta on April 14, 2013, 10:22:26 pm
Been done in missions you can play right now!
Title: Re: [Release - Hit Indicator; Reload Gauge] Various Ideas for HUD Scripts
Post by: BlasterNT on April 14, 2013, 10:25:06 pm
Been done in missions you can play right now!

Linkme?
Title: Re: [Release - Hit Indicator; Reload Gauge] Various Ideas for HUD Scripts
Post by: General Battuta on April 14, 2013, 10:35:06 pm
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.
Title: Re: [Release - Hit Indicator; Reload Gauge] Various Ideas for HUD Scripts
Post by: BlasterNT on April 14, 2013, 10:35:58 pm
Ah, are you referring to the tower defense in WiH?
Title: Re: [Release - Hit Indicator; Reload Gauge] Various Ideas for HUD Scripts
Post by: General Battuta on April 14, 2013, 10:36:04 pm
yeah
Title: Re: [Release - Hit Indicator; Reload Gauge] Various Ideas for HUD Scripts
Post by: Admiral MS on April 15, 2013, 03:52:22 am
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).