Author Topic: 3rd person stuff  (Read 2618 times)

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Offline diamondgeezer

OK, how's about displaying cockpit gagues and stuff when in third person mode? It's quite cool to whiz about when you can see your cool looking fighter, but it's a bugger to hit owt due to lack of aiming cues and stuff.

Place your bets!

 

Offline CP5670

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I don't know, I never really liked that third-person Freelancer type mode for space sims. Still, this particular thing should be very easy to do I suppose...

 

Offline LtNarol

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I'd settle for crosshairs

 

Offline diamondgeezer

Yeah, even just an aimpoint would be nice.

 

Offline Black Wolf

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3rd person view is brilliant for dodging turret fire - you can see it coming, and so dodge it with no trouble at all.
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Offline Petrarch of the VBB

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Quite. But we could do with a crosshair though.

 

Offline Killfrenzy

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You're meaning like the view in Starlancer, right?
Death has more impact than life, for everyone dies, but not everyone lives. [/b]
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------------
Founder of Shadows of Lylat

 

Offline Solatar

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I would mind the view like in Freelancer (I assume Starlancer is the same)

 

Offline J.F.K.

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The Freelancer view is intentionally arcade-ish, I think...
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Offline IceFire

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Outside view is sometimes a much refereshing change from the inside view.  It'd be great to have I think.
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Offline LtNarol

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ok, idea: what if you found the average centerpoint of all the primary gunbanks and added to that, oh say, 5x the ship's length, then rendered a crosshairs.pof at that location?  You'd get 3d crosshairs (which are always good) and it'd be relatively simple.

Kinda to give you the idea, obviously the function names, object names, and stuff are gonna be way off since I don't know jack about the fs2 code, but ya, it explains what i wrote up there better.

Code: [Select]

void render_crosshairs(const ship_type &PlayerShip)
{

// find average center

int AverageX,AverageY,AverageZ:
int TotalX,TotalY,TotalZ:
TotalX=TotalY=TotalZ=0:

for(int C=0; C{
TotalX+=PlayerShip.Gun[C].X;
TotalY+=PlayerShip.Gun[C].Y;
TotalZ+=PlayerShip.Gun[C].Z;
}

AverageX=TotalX / PlayerShip.NumGunMounts;
AverageY=TotalY / PlayerShip.NumGunMounts;
AverageZ=TotalZ / PlayerShip.NumGunMounts;

// add 5 to the length axis so that the crosshairs are always rendered in front of the ship

AverageZ+= 5 * PlayerShip.Length;

RenderPof(crosshairs.pof,AverageX,AverageY,AverageZ):
}
« Last Edit: March 22, 2003, 04:50:49 pm by 528 »