Hard Light Productions Forums

Modding, Mission Design, and Coding => The Scripting Workshop => Topic started by: Wanderer on June 08, 2009, 04:58:55 am

Title: Mouse script
Post by: Wanderer on June 08, 2009, 04:58:55 am
http://www.hard-light.net/wiki/index.php/Script_-_Scripted_Mouse

http://www.hard-light.net/forums/index.php/topic,44634.msg1254279.html#msg1254279
Title: Re: Mouse script
Post by: Sushi on June 08, 2009, 09:12:51 am
I had no idea this existed. :) I'll have to try it as an alternative to the "PPJoyMouse" solution I've been using.
Title: Re: Mouse script
Post by: Mobius on June 19, 2009, 12:18:52 pm
Data/Scripts? So we now have a new folder? :)
Title: Re: Mouse script
Post by: Wanderer on June 20, 2009, 01:34:43 am
Been there for years...
Title: Re: Mouse script
Post by: Mobius on June 21, 2009, 09:52:13 am
The script is superb! Well done! :yes:

Is it going to be added to the MVPs?
Title: Re: Mouse script
Post by: Herra Tohtori on June 21, 2009, 09:59:18 am
The script is superb! Well done! :yes:

Is it going to be added to the MVPs?

Very unlikely, mainly because it would change the control scheme pretty fundamentally and I can't think of an easy way to enable/disable it if it were integrated to the (main) MediaVP's. And there would very likely be a lot of people who would either prefer the old mouse control or be unwilling to learn the new one, which means a possibility to switch it on and off would be a must.

It works much better as a mod OR possibly an add-on to mediaVP's as far as I am concerned. Something similar to MV_AbolishAnimGlows.vp (which disables animated glowmaps) might be within possibilities, but not in the main set of VP's.

At least that is my stance. FSU team mileage may vary (although I suspect similar sentiments would be in the majority).
Title: Re: Mouse script
Post by: Mobius on June 21, 2009, 10:02:35 am
It works much better as a mod OR possibly an add-on to mediaVP's as far as I am concerned. Something similar to MV_AbolishAnimGlows.vp (which disables animated glowmaps) might be within possibilities, but not in the main set of VP's.

That seems a valid option. Obviously, it's up to the FSU team to decide. :)
Title: Re: Mouse script
Post by: Zacam on June 21, 2009, 06:36:41 pm
Given what Herra has stated (that I concur with completely) and the fact that it has zero operationality in the RC of Windows7 (at least in 64 bit), it will not be added as an MVP feature for 3.6.10 when the final release goes out.

This is not to say that it will be denied entry, as it is entirely possible that if enough people dig it, it may end up in 3.6.11 or later.
Title: Re: Mouse script
Post by: Galemp on June 21, 2009, 08:49:06 pm
It shouldn't have anything to do with the Media VPs. It's a mod, plain and simple. It changes the control scheme; it affects gameplay and doesn't have anything to do with enhancing the audiovisual experience.
Title: Re: Mouse script
Post by: Zacam on June 21, 2009, 10:23:37 pm
And there is that as well.

At most, an FSU member might be kind enough to package all up into a VP, but not under the Official banner or as an official Add-on.
Title: Re: Mouse script
Post by: Nuke on June 24, 2009, 07:26:28 am
you know it can be scripted in a way that it adds new settings to the options menu, so even with the script running you can turn its features on or off as desired. also it would need to be scripted in a fairly compatible way script wise. in other words its vars shouldnt clash with other scripts that mods may use. those considerations met, i see no problem with the script being added to the vps.

on the other hand the game sorely needs an input upgrade, and this kind of mouse flight should be part of it, along with lots of other features. all this should be done engine level too.
Title: Re: Mouse script
Post by: Hamenaglar on September 12, 2009, 03:55:42 am
Could somebody please explain how to install this script?

Thanks.
Title: Re: Mouse script
Post by: gavinfoxx on September 13, 2009, 02:19:52 am
When I try to install the script, I get a ton of errors in setcontrolmode when I try to start a mission. what gives?
Title: Re: Mouse script
Post by: The E on September 13, 2009, 07:40:01 am
Umm. You know, if you would tell us what errors you get, we might be able to help you....
Title: Re: Mouse script
Post by: gavinfoxx on September 13, 2009, 11:53:18 am

Could not find index 'setControlMode' in type 'Base'

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

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


------------------------------------------------------------------
LUA Stack:
------------------------------------------------------------------

1: Userdata [Base]
2: String [setControlMode]
------------------------------------------------------------------



I think setcontrolmode actually isn't in the "final" build for 3.6.10?  I was told that was my problem elsewhere...
Title: Re: Mouse script
Post by: Zacam on September 13, 2009, 12:38:21 pm
Are you running Vista or Win 7? Because this script doesn't like that OS, even once you get it to stop having errors.

Are all of the files in the right locations?

data\tables\script_mouse-sct.tbm
data\scripts\mouse_script.cfg
Title: Re: Mouse script
Post by: gavinfoxx on September 13, 2009, 12:45:36 pm
XP Pro SP3.

I think the version of 3.6.10 I have doesn't actually HAVE the setcontrolmode variable. running it in 3.6.9 doesn't cause any change whatsoever.
Title: Re: Mouse script
Post by: Zacam on September 13, 2009, 12:48:07 pm
No, you need a nightly made any time after 06-08-2009.
Title: Re: Mouse script
Post by: The E on September 13, 2009, 12:49:35 pm
Also, just for future reference, don't ask the same question in multiple boards. It tends to irritate people.
Title: Re: Mouse script
Post by: paul1290 on September 29, 2009, 01:34:00 pm
I really like what this script does and I think it would be nice to include the option of using this or a similar method of control included with Freespace Open by default.

Some people who would play Freespace are turned away because they don't have a joystick.

I know it sounds rather trivial to those of us used to having one, but many PC gamers nowadays don't have joystick. A lot of games nowadays (X3: Terran Conflict and H.A.W.X. being recent examples), include something similar to this to allow for a similar level of control using the mouse for this reason. Having an easy to use option in Freespace would help a lot of PC gamers get into the game more easily.
Title: Re: Mouse script
Post by: The E on September 29, 2009, 01:37:16 pm
I really like what this script does and I think it would be nice to include the option of using this or a similar method of control included with Freespace Open by default.

Including it as an option in the exe is fine, but please don't make it the default method.
Title: Re: Mouse script
Post by: Nuke on October 02, 2009, 04:07:44 pm
theres a bunch of other stuff that needs to be finished before input ca be done, or at least thats the story i get.
Title: Re: Mouse script
Post by: Renegade on November 05, 2009, 03:12:46 am
Hello,
i tried this script with the newest nightly build Rev. 5636 but nothing happens ???
The files are in the correct folders. What can i do ???

Greetings Peter
Title: Re: Mouse script
Post by: Renegade on November 05, 2009, 12:40:43 pm
Okay forget it - i found the Archive including the exe and other files and it works!!
Greetings Peter
Title: Re: Mouse script
Post by: chief1983 on November 05, 2009, 02:31:37 pm
It should work with nightly builds, if something changed it may need an update though.
Title: Re: Mouse script
Post by: Renegade on November 06, 2009, 01:35:59 am
Hi Chief,
It works ONLY with the build where delivered in the Archive file above. Not (for example) with the newest nightly build. I have tested more then one build with this.

I hope this information will be helpfully for you.

Greetings Peter
Title: Re: Mouse script
Post by: chief1983 on November 06, 2009, 09:30:26 am
I suppose, but that does mean that something broke, since the mouse script thread says the necessary code for it was committed to trunk.  Unless the script was updated again, the engine code has become incompatible and that will need to be looked at.  Thanks for checking on that.
Title: Re: Mouse script
Post by: Wanderer on December 04, 2009, 04:32:59 pm
After some checking it appears that the files opened via scripting need to be in the 'topmost' mod directory if you are using multimod setup. For example placing them to /mod_A/data/scripts/ would be ok if your main mod directory at the time is 'mod_A'. However had mod_A relied on mediavps and the script would have been placed there then scripting end would not have detected the file.
Title: Re: Mouse script
Post by: Anti on February 17, 2010, 03:53:25 pm
> It works ONLY with the build where delivered in the Archive file above

I can confirm this, although bear in mind I've only had this game for two days.

Only the files in the provided archive work, and only when set-up as described (choosing 'sct_script_mouse' as a mod). You can't, for instance, seemingly put the 'mouse script' files in a 'data' folder in the fsport-mediavps or mediavps mods (I'm trying to get this script working with FSPort, so as I understand things, it should be in a 'data' subdirectory in the mod's folder).

Is work being continued on this script?
Title: Re: Mouse script
Post by: Wanderer on February 20, 2010, 02:05:11 am
I'll make sure it works on the current trunk (ie. roughly equivalent to 3.6.12 RC) builds later today.

Script in wiki updated