Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: ShadowWolf_IH on July 15, 2003, 08:32:08 pm
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i realize that most times this is no big deal, but i think it would be useful nonetheless. When fredding, if the mouse sits still for say 5 seconds, it automatically shows the coordinates on the board as if a ship had just been placed. When putting waypoints against a land mass or through a city scape.........this would help a great deal.
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well, when you mouseover a ship, the coords show...
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right.....they do. i always have the coords showing on my objects...but when i place a waypoint.....and it ends up in a building, or inside the asteroid, it tends to make things a pain in the ass. The Idea is to have the coordinates show before you place an object, that way you don't have the hassel. Especially on large models. Creating waypoint paths against large models is a pain because you don't know exactly where you are. As long as we are on the subject, how possible would it be to have fred give a warning if a waypoint or another model is placed so that it is actually inside a model? This would help a great deal. Some Models are large enough to hold capitol ships inside a bay, but in order to make sure they are properly placed we have to place them, test it, move it, test it...etc etc etc, you can see how this would become tedious. A warning when it is placed would be an ideal fix, maybe with a coordinate for the nearest unoccupied area as a suggestion as to where to place it. In fred we are using the actual models if my understanding is correct, so it two models intersect, that is bad.....same with a waypoint inside a model.
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ahh, I see what you mean now. I've had the same problem with building stuff out of combining ships.
so what you're asking for is that you have coords that follow the mouse around? Isn't there a thing like that in the top right corner of the screen?
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if so then i am gunna feel .......not so bright......in all my fredding i have never noticed it. Just checked and no.
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On a related but unsimilar note, could you add another debugging option? The ability to turn on a green grid along the XZ plane?
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A. If you have trouble placing objects, you can turn on wire frame mode... turn off models completely... turn certain objects invisible... or place it wherever the hell you want, then manually enter in coordinates in the Objects editor.
B. Narol, you can change the axes the grid appears on. Check out the help file.
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I meant in-game, good for debugging nebula missions and missions that are otherwise messy. Also good for testing certain effects.
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what a great idea, make the ship i am trying to avoid sticking models into invisible......that solves the problem nicely. I think you missed the point.
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Originally posted by LtNarol
I meant in-game, good for debugging nebula missions and missions that are otherwise messy. Also good for testing certain effects.
Well, for scripting ship movements and such, you could just turn the nebula off. Sure, it unbalances the mission, but if you're still working on placing objects and performing critical events, you're not at the balancing stage yet.
ShadowWolf: Another tip. Turning jump nodes invisible doesn't actually turn them invisible, but you can't select them. Extremely useful for placing objects and waypoints inside nodes.
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ok, instead of making another sarcastic remark......i'm not talking about putting waypoints in jump nodes....that's easy. What i am talking about is placing ships inside of bays large enough to hold capitol ships. I am also talking about adding waypoints along a surface of a very large model. What i don't want is a waypoint or ship stuck in the walls of others. where you are coming from, i don't know. What you think i meant, i don't know. But there has obviously been a miscommunication between us. k? Imagine, you have a large installation, and inside the installation you want to put two orions, in dry dock. the installation has bays for them, the nightmare starts when you are placing the ships, and then testing the mission to see where they are, and then moving them and testing again. It would be nice if fred let us know that we are placing a solid object or waypoint inside another solid object. Jump nodes don't enter the equation.
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I think there is no problem with the co-ordinates, if you want to place a ship precisely to a determinated X,Y,Z pos, then you have the SHIFT-O window.