Author Topic: Really trivial (I hope) request  (Read 7575 times)

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Offline aldo_14

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Really trivial (I hope) request
Is it possible, now we have "show ship" to have cycle-able viewpoints.  That is, if there are multiple eyepoints defined with a 0,0,1 normal, to move between by tapping (for example) the * button, as with most flight sims.  (and presumably just default to the 1st forward eyepoint for left, right, etc views unless an eyepoint, i.e. with 1,0,0 etc normal, is specifically defined for them)

For example, with 2 forward eyepoints (apologies for the image size of the zoomin, I don't have a smaller one here);

[ 0 ]: 0,1,2.25 (0,0,1)

 '*' then ->
[ 1 ]: 0,1,2.5 (0,0,1)

 '*' then ->
[ chase ]

'*' then  ->
[ 0 ]: 0,1,2.25 (0,0,1)


(etc)
« Last Edit: October 10, 2006, 04:35:52 am by aldo_14 »

 

Offline Nuke

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Re: Really trivial (I hope) request
this would also be cool for things like a bridge simulator.
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Offline NGTM-1R

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Re: Really trivial (I hope) request
I second for reasons that are totally unrelated.

Really.

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Offline Turey

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Re: Really trivial (I hope) request
I second also.

However, I'd also like support for non-(0,0,1) normal eyepoints.

this can be afterwards though.
Creator of the FreeSpace Open Installer.
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why would an SCP error be considered as news? :wtf: *smacks Cobra*It's a feature.

 

Offline Nuke

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Re: Really trivial (I hope) request
you cant second twice. you have to 3rd, and i upgrade my previous post to 2nd so that means you two are 3rded anf 4thed respectively :D
and yes if it has a normal we should be allowed to tweak it.
I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

Nuke's Scripting SVN

 

Offline Colonol Dekker

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Re: Really trivial (I hope) request
I concur................. :nod:
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(Others lost to the mists of time and no discernible audit trail)

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Offline Unknown Target

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Re: Really trivial (I hope) request
Good idea :yes:

 

Offline BS403

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Re: Really trivial (I hope) request
I concur................. :nod:
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Offline aldo_14

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Re: Really trivial (I hope) request
Good idea :yes:

Obviously not good enough to get any sort of coder response, natch.

 

Offline Prophet

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Re: Really trivial (I hope) request
The coders have no time to respond because they are busy coding the feature. :D

Nah. Just kidding. In reality they are chanting in their black temple, casting terrible curses on all annoying people who dare to make "requests"...
I'm not saying anything. I did not say anything then and I'm not saying anything now. -Dukath
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Offline Shade

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Re: Really trivial (I hope) request
Or busy trying to get 3.6.9 out the door so feature requests can start getting more attention again. Anyway, I can definitely see the merit of this idea :)
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Offline WMCoolmon

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Re: Really trivial (I hope) request
Well, I have three large sub-projects going on for SCP. Much as I'd like to take credit for the feature, if I claim it, I don't know when it will happen.

If/when I get the whole scripting thing cleaned up, eyepoints is one of the variables I usually remember for model files. So it's a decent possiblity that whenever scripting is finalized, you'll be able to change the 0th eyepoint to something else, which would automatically influence the first-person view. It wouldn't be exactly what you're asking but it would have the effect that you want.
-C

  

Offline Goober5000

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Re: Really trivial (I hope) request
It would definitely be possible and probably not that hard.  Unfortunately we have more feature requests than we have time at the moment.

The main problem is that we can't add any more key commands until taylor gets the new pilot code finished for 3.7+.  So until then, the eyepoints would have to be cycled by sexps (e.g. when key-pressed "1" cycle-eyepoint).

EDIT: As a matter of fact, it is trivial.  Extremely so.  Aldo, email me the model and I ought to be able to cook something up within an evening.
« Last Edit: October 16, 2006, 08:36:41 pm by Goober5000 »

 

Offline aldo_14

  • Gunnery Control
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Re: Really trivial (I hope) request
It would definitely be possible and probably not that hard.  Unfortunately we have more feature requests than we have time at the moment.

The main problem is that we can't add any more key commands until taylor gets the new pilot code finished for 3.7+.  So until then, the eyepoints would have to be cycled by sexps (e.g. when key-pressed "1" cycle-eyepoint).

EDIT: As a matter of fact, it is trivial.  Extremely so.  Aldo, email me the model and I ought to be able to cook something up within an evening.

PM-ed a link (don't have your email)

 

Offline Trivial Psychic

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Re: Really trivial (I hope) request
Another cool use for multiple eyepoints could result in selective turret control for cap-ship campaigns.  MODView has options to attatch eyepoints to specific submodels.  Using that, combined prehaps with some far-off scripting features, could allow the player to switch to one of these to control a turret over the AI.  The eyepoints would best be placed just above the turret, so for example if the player is firing a beam weapon, they suddenly aren't blinded by the beamglow forming right in their faces.  The control stick would control the left-right-up movements within the established fof of the turret, and perhaps with table subsystem rotation figures controling the speed at which the player can move the targetting bracket.

This should not be miss-contrued as a feature request, but as more of a gee-whiz speculation to get people thinking.
The Trivial Psychic Strikes Again!

 

Offline Nuke

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Re: Really trivial (I hope) request
you can already mouse control turrets, but if you could also view from the barrel, it would be really awesome.
I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

Nuke's Scripting SVN

 

Offline WMCoolmon

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Re: Really trivial (I hope) request
What, are the setCamera functions broken now?
-C

 
Re: Really trivial (I hope) request
So the cockpit view hasnt been created yet, right? Or is there a mod and im missing where to down load it at lol. :wtf:

 

Offline Taristin

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Re: Really trivial (I hope) request
Cockpit view is enable-able by adding the "show ship" flag into the table file entry of the ship in question. Only works if the ship has a cockpit and if the eye point is positioned right.
Freelance Modeler | Amateur Artist

 

Offline WMCoolmon

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Re: Really trivial (I hope) request
So the cockpit view hasnt been created yet, right? Or is there a mod and im missing where to down load it at lol. :wtf:

data/tables/whatever-shp.tbm
Code: [Select]
#Ship Classes

$Name: GTF Yo Momma
+nocreate
$Flags: ("show ship")
;;Rinse and repeat for each ship

#End/code]

Some of the high-poly ships in the mVPs have workable cockpits, but I don't have a list instantly available.
-C