Hard Light Productions Forums
Modding, Mission Design, and Coding => The Scripting Workshop => Topic started by: Nuke on September 24, 2008, 03:01:25 am
-
i coulda swore i posted it already, its been on nukemods game warden account for a long time but i guess i forgot to post it. anyway if you go to here (http://www.game-warden.com/nukemod-cos/downloads/cockpit test.rar), you can download the cockpit demo. though i forget which build its compatible with. not any of the recent ones thats for sure. i might try to fix it if i can find the time but i doubt it. this is pretty much the same script shown in the youtube videos. it can at least give a starting point for anyone wanting to work on similar stuff.
anyway i found a build that works with it, i think its the moah build but im not sure its dated 5-25-2008 and its probibly one of wmc builds, (though it could be one of bobs).
i think this is it
http://www.hard-light.net/forums/index.php/topic,54040.0.html
yep run that mod dir with that build and all the stuff should work.
-
I'm just waiting for dynamic texture rendering for the HUD :yes:
-
me too :(
-
Seems like it'd fall under the it's-probably-harder-than-you'd-expect-but-still-not-too-hard category.
Loping a couple of gr_set_render_target calls around the HUD code to render to a completely empty (ie no alpha channel either) texture should give you a HUD surface, that you could then render to the screen and make accessible to scripting via a variable in the HUD hook.
Other than that, there's always scripting. 2D management is one of the easiest things to do and one of the things I had in mind when I first designed the system, so it's best set up for that.
-
i was thinking about writing a general gui system which would allow things like windows, scrollbars, buttons, and so on, which could be used from any hook where graphics can be rendered from. but of course im currently unemployed and dont have a computer to work with (though a new laptop should be here tomorrow). and even then i still dont have no time. some button code i did for the fsrts is in essence the beginning of this object oriented gui system.
id like to make a hud that is 100% on the fly configureable, where hud elements can be opened and closed at will. this will allow me to do some planned features like an ils system for in flight docking and landing procedures. and gauges for things like sidefire gunnery and turret control/guncamera, and advanced long range precision shooting gauge (hit a ships comm system at 2000 meters every time :D). as well as orbital management screens and atmospheric flight displayes (should my physics mods progress far enough).
-
Sounds like lots of awesome stuff in the pipeline Nuke.
Every bit of it could be put to some kind of use.
*contemplates a sniper fighter class* :nod:
-
Does it work in-game? I wonder how could I miss this.
-
Sounds like lots of awesome stuff in the pipeline Nuke.
Every bit of it could be put to some kind of use.
*contemplates a sniper fighter class* :nod:
unfortunately the pipes are clogged and the plumber is dead
-
That's what Luigi said about Mario right before Peach jammed
a funnel in him and pumped the guy full of Drano.
Only problem now is they can't get him to stop saying "It's a me!"
-
advanced long range precision shooting gauge
How about a MW3-style zoom reticule? ;7
-
possibly possible, if rtt still works
-
*contemplates a sniper fighter class* :nod:
Wait for the Vaygyr Lance fighter from TAP....
-
it does have a rather short range tho :p