Author Topic: [Release - Hit Indicator; Reload Gauge] Various Ideas for HUD Scripts  (Read 7803 times)

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[Release - Hit Indicator; Reload Gauge] Various Ideas for HUD Scripts
Just a few ideas.  I'll probably try to implement them, at some point in time. 

1.  Hit indicator

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

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). 
« Last Edit: March 27, 2013, 09:23:23 am by BlasterNT »

 

Offline Mobius

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Re: Various Ideas for HUD Scripts
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.
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Re: Various Ideas for HUD Scripts
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. 

 
Re: [Release - Hit Indicator] Various Ideas for HUD Scripts
Updated first post with hit indicator download.  My first script!

 

Offline niffiwan

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Re: [Release - Hit Indicator] Various Ideas for HUD Scripts
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.
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Re: [Release - Hit Indicator] Various Ideas for HUD Scripts
Awesome.  Somebody update the wiki?

 

Offline Apollo

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Re: [Release - Hit Indicator] Various Ideas for HUD Scripts
I like the idea of a hit indicator. It adds immersion.
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Re: [Release - Hit Indicator; Reload Gauge] Various Ideas for HUD Scripts
Updated first post with optimized hit indicator script, and reload gauge script. 

 

Offline Thaeris

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

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Re: [Release - Hit Indicator; Reload Gauge] Various Ideas for HUD Scripts
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.
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Offline General Battuta

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

 
Re: [Release - Hit Indicator; Reload Gauge] Various Ideas for HUD Scripts
Pk gauges for various missiles would be kinda cool though.

The script could be fairly easily modified to achieve such.   

 

Offline mjn.mixael

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

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Re: [Release - Hit Indicator; Reload Gauge] Various Ideas for HUD Scripts
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.
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Offline General Battuta

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


 
Re: [Release - Hit Indicator; Reload Gauge] Various Ideas for HUD Scripts
Ohh that's what they're called..  derp

 

Offline mjn.mixael

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Re: [Release - Hit Indicator; Reload Gauge] Various Ideas for HUD Scripts
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.  :)
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Offline fightermedic

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Re: [Release - Hit Indicator; Reload Gauge] Various Ideas for HUD Scripts
that reload gauge is rather awesome
it's going to be used! great work
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Offline coffeesoft

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Re: [Release - Hit Indicator; Reload Gauge] Various Ideas for HUD Scripts
Let´s try, thanks   :yes:

 

Offline wistler

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