Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: T-Man on August 22, 2004, 03:42:51 am

Title: Suggestions: fleet warp and mouse control
Post by: T-Man on August 22, 2004, 03:42:51 am
I'm currently designing a campaign and i was wondering if a few features would be possible for implementation into SCP, which i plan to use when (and if) i get started. I apologise if this turns out to be another "This feature is already avalible you idiot" situation.

FLEET WARP: A new SEXP which analyses a group of ships, finding the one with the slowest warp out/in speed, then gives all ships that warp out/in speed until you use another SEXP to disable it. This could be used to represent a fleet of different ships warping in without having some ships flying in miles ahead and getting destroyed.

MOUSE CONTROL: I'm planning to have a new flyable class of ship with a beam cannon. For this beam cannon, i had the idea of conncecting the targeting reticule to the mouse, so that you could target the beam cannon independantly from the ship and fire it using the left mouse button. I know this will cause problems to people without a mouse, but i think it would allow extreme accuracy with the cannon, which is needed becuase it will be the ships only weapon.

So, are either possible? If so, can they be implemented?
Title: Suggestions: fleet warp and mouse control
Post by: FireCrack on August 22, 2004, 04:04:48 am
noone doesnt have a mouse, if they do... well.... god help us.
Title: Suggestions: fleet warp and mouse control
Post by: WMCoolmon on August 22, 2004, 04:30:24 am
You can do a 'fleet warp'  by carefully placing the ships. I imagine it'll look better too.
Title: Re: Suggestions: fleet warp and mouse control
Post by: karajorma on August 22, 2004, 08:04:38 am
Quote
Originally posted by T-Man
MOUSE CONTROL: I'm planning to have a new flyable class of ship with a beam cannon. For this beam cannon, i had the idea of conncecting the targeting reticule to the mouse, so that you could target the beam cannon independantly from the ship and fire it using the left mouse button. I know this will cause problems to people without a mouse, but i think it would allow extreme accuracy with the cannon, which is needed becuase it will be the ships only weapon.

So, are either possible? If so, can they be implemented?


Of course you'd be completely buggered if you're one of those wierd people who already uses the mouse to fly the ship :p

I think due to this mouse control for an individual weapon will have to be a no go.
Title: Suggestions: fleet warp and mouse control
Post by: Kazan on August 22, 2004, 08:20:57 am
make it bindable to axis and/or keys

i could then bind it to the two extra axis rollers i have on my x45 and bind fire to my one extra button
Title: Suggestions: fleet warp and mouse control
Post by: Kosh on August 22, 2004, 05:51:23 pm
You could just have it switch on or off in the options menu.
Title: Suggestions: fleet warp and mouse control
Post by: Flaser on August 22, 2004, 05:55:19 pm
Actually an independantly aimable weapon would be a very good thing.

It could be used for more than a single thing:

-The Robotech Mod would benefit from it
-It could be the basis for turreted weapons
-The so much vowed for Gunboat would benefit from it too

The code could also be useful for a tactical interface, where it would allow quick designation of targets - good if you have to order more than a couple of wings around, say if you actually have to do what is expected from a comdore.
Title: Suggestions: fleet warp and mouse control
Post by: QuantumDelta on August 22, 2004, 06:04:43 pm
Functionality is already somewhat there, atm only in camera view, but I could think you could affix the way holding 0(numberpad) and pressing a directional key (adjustable to allow normal flight too).

would probably not be hard.