Author Topic: hate how the mouse works? have i got the script for you!  (Read 26359 times)

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Offline Zacam

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Re: hate how the mouse works? have i got the script for you!
Galemp: Try the Velocity Indicator script.

This should give you something to steer with a little better.

That, and it's just kinda cool.
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[08/01 16:53:11] <sigtau> EveningTea: I have decided that I am a 32-bit registerkin.  Pronouns are eax, ebx, ecx, edx.
[08/01 16:53:31] <EveningTea> dhauidahh
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Offline Nuke

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Re: hate how the mouse works? have i got the script for you!
i once paired a stripped down version of my old mouse script with an early version of my turret aiming script to create a freelancer style control of turrets while steering with the mouse. it worked quite well. but scripting has changed so much that it might be better to rewrite it from scratch.
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 JGZinv

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Re: hate how the mouse works? have i got the script for you!
I didn't really get an answer to my question on the previous page, does this
reduce or eliminate the forced mouse slowness FS2 creates while in use?

True power comes not from strength, but from the soul and imagination.
Max to PCS2 to FS2 SCP Guide
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Offline Nuke

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Re: hate how the mouse works? have i got the script for you!
it makes the game feel kinda like privateer 2 with a mouse
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

 
Re: hate how the mouse works? have i got the script for you!
The script is broken in the next version of fs2_open, it seems that getMouseControlStatus() and setMouseControlStatus(bool) have been replaced by a variable, MouseControlStatus

So you need to update the script here:
   if io.MouseControlStatus == true then
      mouse_reset_on_end = true
      io.MouseControlStatus = false
   end

and here:
if mouse_reset_on_end == true then
   io.MouseControlStatus = true
end


...and now, you need to keep two versions of the script around, for people on 3.6.10 and for people on 3.6.14.  wonderfull.

 

Offline The E

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Re: hate how the mouse works? have i got the script for you!
No, actually. Since .12 is in every way superior to .10, only the .12 version has to be kept.
« Last Edit: March 24, 2010, 09:53:00 am by The E »
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Let there be moon
Let there be stars and let there be you
Let there be monsters and let there be pain
Let us begin to feel again
--Devin Townsend, Genesis

 

Offline jr2

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Re: hate how the mouse works? have i got the script for you!
No, actually. Since .12 is in every way superior to .10, only the .10 version has to be kept.
* jr2 puts his thinking cap on

.12 has it built in?

 

Offline The E

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Re: hate how the mouse works? have i got the script for you!
Err. No. I just made a mistake. You saw nothing.
Let there be light
Let there be moon
Let there be stars and let there be you
Let there be monsters and let there be pain
Let us begin to feel again
--Devin Townsend, Genesis

 

Offline jr2

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Re: hate how the mouse works? have i got the script for you!
:(  Darn.

 
Re: hate how the mouse works? have i got the script for you!
The problem with the current mouse script is that you need to mouse back to the middle when you're done turning, which is really hard to do accurately.  So, I took the control model from AirQuake, wherein you point the mouse, which points the camera in whatever direction you choose and then your airplane tries to keep up with the camera.

The only problem is that I can't figure out how to get the HUD to draw after I change the camera :(

But I find this a lot easier to use :D.  Set Control Mode: 2 in your mouse_script.cfg .

Code: [Select]
#Conditional Hooks

$Application: FS2_Open
$On Mission Start:

[

-- couple of functions to make things go easier
function find_after_keyword(line_to_parse, keyword)

   -- make sure both strings are in lower case
   line_to_parse = line_to_parse:lower()
   keyword = keyword:lower()

   -- find any instances of the keyword
   key_s, key_e = line_to_parse:find(keyword)

   -- if we cant find a thing
   if key_s == nil then
      return nil
   end

   result = line_to_parse:match("%d+", e_key)
   return tonumber(result)
end

function find_4_numbers_after_keyword(line_to_parse, keyword)

   -- make sure both strings are in lower case
   line_to_parse = line_to_parse:lower()
   keyword = keyword:lower()

   -- find any instances of the keyword
   key_s, key_e = line_to_parse:find(keyword)

   -- if we cant find a thing
   if key_s == nil then
      return nil
   end

   -- make sure r is an array
   r = {}
   i = 1

   -- stuff the array
   for p in line_to_parse:gmatch("%d+") do
      r[i] = p
      r[i] = tonumber(r[i])
      if r[i] > 255 then
         r[i] = 255
      elseif r[i] < 0 then
         r[i] = 0
      end
      i = i + 1
   end
   return r
end

function parse_mousefile_line(line_to_parse, mousefile)
   -- check for sensitivity
   if mousesensitivity == nil then
      mousesensitivity = find_after_keyword(line_to_parse, "Sensitivity:")
      if mousesensitivity ~= nil then
         if mousesensitivity < 100 then
            mousesensitivity = 100
         elseif mousesensitivity > 600 then
            mousesensitivity = 600
         end
      end
   -- if we already have sensitivity, check for sensitivity curve
   elseif mousesensitivitymode == nil then
      mousesensitivitymode = find_after_keyword(line_to_parse, "Sensitivity Curve:")
      if mousesensitivitymode ~= nil then
         if mousesensitivitymode < 0 then
            mousesensitivitymode = 1
         elseif mousesensitivitymode > 6 then
            mousesensitivitymode = 6
         end
      end
   -- if we have all the above, go for control mode
   elseif mousecontrolmode == nil then
      mousecontrolmode = find_after_keyword(line_to_parse, "Control Mode:")
   -- if we have all the above, go for deadzone
   elseif mousedeadzone == nil then
      mousedeadzone = find_after_keyword(line_to_parse, "Deadzone:")
      if mousedeadzone ~= nil then
         if mousedeadzone < 0 then
            mousedeadzone = 0
         end
      end
   -- if we have all the above, go for mouse invert
   elseif mouseinvert == nil then
      mouseinvert = find_after_keyword(line_to_parse, "Mouse Invert:")
      if mouseinvert ~= 1 then
         mouseinvert = 0
      end
   -- if we have all the above, go for mouse boundaries
   elseif mouseboundaries == nil then
      mouseboundaries = find_after_keyword(line_to_parse, "Boundary Limit:")
   -- if we have all the above, go for mouse colors
   elseif mousecolor == nil then
      mousecolors = find_4_numbers_after_keyword(line_to_parse, "Indicator Color:")
   -- all found - set the position to end of file
   else
      mousefile:seek("end")
   end
end

-----------------------------------------------------------------------
-- check if the file containing mouse references exists
-----------------------------------------------------------------------
filename_mouse = "mouse_script.cfg"
boolmousefileOK = cf.fileExists(filename_mouse, "data/", false)
boolscriptmouse = false

-- if file exists
if boolmousefileOK then
   -- reset all the variables to nil
   mousesensitivity = nil
   mousesensitivitymode = nil
   mousecontrolmode = nil
   mousedeadzone = nil
   mouseinvert = nil
   mouseboundaries = nil
   mousecolor = nil
   mousecolors = {}

   -- open the file in read only mode
   mousefile = cf.openFile(filename_mouse, "r", "data/")

   -- pick first line
   new_line = mousefile:read("*l")

   while new_line ~= nil do
      -- parse line and then jump on to the next line until end of file
      parse_mousefile_line(new_line,mousefile)
      new_line = mousefile:read("*l")
   end

   -- all data read.. time to close the file
   mousefile:close()

   -- if these three were found from the cfg file...
   if mousesensitivity and mousesensitivitymode and mousecontrolmode then

      -- set script to actually run, allow lua to override c coded controls
      boolscriptmouse = true
      ba.setControlMode(LUA_FULL_CONTROLS)

      -- make sure we have a number in deadzone var and not nil
      if mousedeadzone == nil then
         mousedeadzone = 0
      end

      -- define some variables
      mouse_reset_counter = nil
      missiontime_old = 0
      missiontime = nil

      -- if mouse invert was set to true, then invert the mouse (set it to '-1')
      -- otherwise define the multiplier as '1'
      if mouseinvert == 1 then
         mouseinvert = -1
      else
         mouseinvert = 1
      end

      -- check if boundaries are valid
      if mouseboundaries == nil then
         mouseboundaries = 1
      end

      -- check that defined control area is not larger than the actual area which can be controlled
      local max_limits
      max_limits = mousesensitivity * 2 + mousedeadzone * 2 + 10
      scr_width = gr.getScreenWidth()
      scr_height = gr.getScreenHeight()
      if max_limits > scr_width or max_limits > scr_height then
         ba.warning("Mouse control area defined to be larger than the window size, please resize")
      end

      --setup mouse bitmap
      mouse_bm = gr.loadTexture("mouse_ret_2.dds", true)
      if mouse_bm:isValid() then
         no_bitmap = false
         mouse_bm_w = mouse_bm:getWidth() / 2
         mouse_bm_h = mouse_bm:getHeight() / 2
      else
         no_bitmap = true
      end
   else
      ba.warning("Scripted mouse's init failed")
   end
else
   ba.warning("File '" .. filename_mouse .."' not found")
end

]

$Application: FS2_Open
$State: GS_STATE_GAME_PLAY
$On Frame:

[

------------------------
------ functions -------
------------------------
function mouse_control_A(value, centervalue, axis)
   -- get the actual difference from centerpoint
   delta = value - centervalue

   -- default multiplier to +1
   multiplier = 1

   -- if we are handling negative values set multiplier to -1
   -- and make sure we deal only with positive values
   if delta < 0 then
      multiplier = -1
      delta = math.abs(delta)
   end

   -- deduct deadzone from the delta
   delta = delta - mousedeadzone
   if delta < 0 then
      delta = 0
   end

   -- scale delta from 0 to 1 according to defined sensitivity
   delta = delta / mousesensitivity
   if delta > 1 then
      delta = 1
   end

   -- if we do not have extreme values
   -- apply the defined sensitivity curve
   if (delta > 0) and (delta < 1) then
      delta = math.pow(delta, mousesensitivitymode)
   end

   -- apply the multiplier
   delta = delta * multiplier

   return delta
end
------------------------
function do_boundaries_check(limit)
   f_mouse_x = nil
   f_mouse_y = nil

   -- do we go over width limits
   if mouse_x <= limit then
      f_mouse_x = limit
   elseif mouse_x >= (scr_width - limit) then
      f_mouse_x = scr_width - limit
   end

   -- do we go over height limits
   if mouse_y <= limit then
      f_mouse_y = limit
   elseif mouse_y >= (scr_height - limit) then
      f_mouse_y = scr_height - limit
   end

   -- reset the cursor to the nearest boundary
   if f_mouse_x ~= nil or f_mouse_y ~= nil then
      if f_mouse_x and f_mouse_y then
         io.forceMousePosition(f_mouse_x, f_mouse_y)
      elseif f_mouse_x then
         io.forceMousePosition(f_mouse_x, mouse_y)
      else
         io.forceMousePosition(mouse_x, f_mouse_y)
      end
   end
end
------------------------
--- end of functions ---
------------------------

if boolscriptmouse == true then
   -- check for center button reset...
   if mouse_reset_counter == nil then
      mouse_center_x = io.getMouseX()
      mouse_center_y = io.getMouseY()
      mouse_reset_counter = 0
   end

   -- get frametime (used to increment the timer)
   frametime = ba.getFrametime()

   -- make sure missiontime and old missiontime exist
   if missiontime ~= nil then
      missiontime_old = missiontime
   end
   missiontime = mn.getMissionTime()

   -- if the setting changes make sure to reset it to false
   if io.MouseControlStatus == true then
      mouse_reset_on_end = true
      io.MouseControlStatus = false
   end

   -- check if missiontime is actually running or not
   if missiontime ~= missiontime_old then

      -- after pause ends (ie. missiontime starts running again)
      -- reset the mouse to the center
      if end_of_pause == true then
         io.forceMousePosition(mouse_center_x, mouse_center_y)
         end_of_pause = nil
      end

      -- increment the center mouse button down counter
      if io.isMouseButtonDown(MOUSE_MIDDLE_BUTTON) then
         mouse_reset_counter = mouse_reset_counter + frametime
      else
         mouse_reset_counter = 0
      end

      -- if center mouse button has been pressed long enough
      -- reset the mouse
      if mouse_reset_counter > 0.1 then
         io.forceMousePosition(mouse_center_x, mouse_center_y)
         mouse_reset_counter = 0
      end

      -- get control values
      mouse_x = io.getMouseX()
      mouse_y = io.getMouseY()
      controls = ba.getControlInfo()

      if mousecontrolmode == 1 or mousecontrolmode == 2 then

         -- make sure we aint gonna go off the boundaries...
         do_boundaries_check(mouseboundaries)
         -- end of boundaries check

if mousecontrolmode == 1 then
    -- get the actual control values
    current_h = mouse_control_A(mouse_x, mouse_center_x, "x")
    current_p = mouseinvert * mouse_control_A(mouse_y, mouse_center_y, "y")
   
    -- increment, not replace the existing values
    controls.Heading = current_h + controls.Heading
    controls.Pitch = current_p + controls.Pitch

    -- get draw position
    center_x = scr_width / 2
    center_y = scr_height / 2
    drawpos_x = center_x + (current_h * 300)
    drawpos_y = center_y + (current_p * 300)
end

if mousecontrolmode == 2 then
    center_x = scr_width / 2
    center_y = scr_height / 2
    if inited == nil then
       plr = hv.Player
       cpos = plr.Position + plr.Orientation:rotateVector( ba.createVector(0,-15,-75) )
       ccam = gr.createCamera("ccam", cpos, plr.Orientation)
       gr.setCamera(ccam)
       inited = true
    end
    if inited == true then
       -- the documentation says getVectorFromCoords gives you a normal
       -- vector, but the code says it's a normal vector + camera pos
       wanted_dir = gr.getVectorFromCoords(mouse_x, mouse_y) - cpos

       -- camera ALWAYS points towards where the mouse is
       -- just like any other first-person shoter
       ccam:setOrientation(wanted_dir:getOrientation())
       io.forceMousePosition(center_x, center_y)
       cpos = plr.Position + plr.Orientation:unrotateVector( ba.createVector(0,15,-50) )
       ccam:setPosition(cpos)

       -- now let's try to make the player point the same direction
       local_wanted_dir = plr.Orientation:rotateVector(wanted_dir)
       forward = ba.createVector(0,0,-4)
       axis = local_wanted_dir:getCrossProduct(forward)
       controls.Heading = axis.y
       controls.Pitch = axis.x

       -- now ensure that the ship is banked correctly
       -- in the future, this should capture whatever keys the player
       -- uses to bank and adjust the camera first with them
       up = ba.createVector(0,1,0)
       camup = ccam.Orientation:rotateVector(up)
       plrup = plr.Orientation:rotateVector(up)
       should_be_forward = camup:getCrossProduct(plrup)
       controls.Bank = should_be_forward.z

       -- make aim indicators.  It would be nice if there was
       -- an instruction to draw the rest of the HUD :(
       vec500 = ba.createVector(0,0,500)
       vec1000 = ba.createVector(0,0,1000)
       aim500 = plr.Position + plr.Orientation:unrotateVector(vec500)
       aim1000 = plr.Position + plr.Orientation:unrotateVector(vec1000)
       x,y = aim1000:getScreenCoords()
       gr.setColor(100,0,40)
       if x ~= nil and x ~= false then
  gr.drawLine(x+3,y+3,x-3,y-3)
  gr.drawLine(x+3,y-3,x-3,y+3)
       end
       x,y = aim500:getScreenCoords()
       if x ~= nil and x ~= false then
  gr.drawLine(x+4,y+4,x-4,y+4)
  gr.drawLine(x-4,y+4,x-4,y-4)
  gr.drawLine(x-4,y-4,x+4,y-4)
  gr.drawLine(x+4,y-4,x+4,y+4)
       end

    end

    drawpos_x = center_x
    drawpos_y = center_y
end

         -- define the color of the cursor
         if mousecolors == nil then
            gr.setColor(0,64,220,196)
         else
            gr.setColor(mousecolors[1],mousecolors[2],mousecolors[3],mousecolors[4])
         end

         -- draw cursor
         if no_bitmap == true then
            gr.drawGradientLine(drawpos_x, drawpos_y, drawpos_x + 20, drawpos_y - 20)
            gr.drawGradientLine(drawpos_x, drawpos_y, drawpos_x - 20, drawpos_y + 20)
            gr.drawGradientLine(drawpos_x, drawpos_y, drawpos_x + 20, drawpos_y + 20)
            gr.drawGradientLine(drawpos_x, drawpos_y, drawpos_x - 20, drawpos_y - 20)
         else
            gr.drawMonochromeImage(mouse_bm, drawpos_x - mouse_bm_w, drawpos_y - mouse_bm_h, drawpos_x + mouse_bm_w, drawpos_y + mouse_bm_h)
         end
      end
   else
      end_of_pause = true
   end
end

]

$Application: FS2_Open
$On Mission End:

[

boolscriptmouse = false
ba.setControlMode(NORMAL_CONTROLS)
if mouse_reset_on_end == true then
   io.MouseControlStatus = true
end

]

#End

 
Re: hate how the mouse works? have i got the script for you!
Now, with HUD fixes.  Thanks to Wanderer for figuring out how.  Set "Control Mode: 2", and please complain about the HUD modifications and suggest other configurations or options.  Also, SCP guys, can we get a hu.disableGauge()?

Code: [Select]
#Conditional Hooks

$Application: FS2_Open
$On Mission Start:

[

-- couple of functions to make things go easier
function find_after_keyword(line_to_parse, keyword)

   -- make sure both strings are in lower case
   line_to_parse = line_to_parse:lower()
   keyword = keyword:lower()

   -- find any instances of the keyword
   key_s, key_e = line_to_parse:find(keyword)

   -- if we cant find a thing
   if key_s == nil then
      return nil
   end

   result = line_to_parse:match("%d+", e_key)
   return tonumber(result)
end

function find_4_numbers_after_keyword(line_to_parse, keyword)

   -- make sure both strings are in lower case
   line_to_parse = line_to_parse:lower()
   keyword = keyword:lower()

   -- find any instances of the keyword
   key_s, key_e = line_to_parse:find(keyword)

   -- if we cant find a thing
   if key_s == nil then
      return nil
   end

   -- make sure r is an array
   r = {}
   i = 1

   -- stuff the array
   for p in line_to_parse:gmatch("%d+") do
      r[i] = p
      r[i] = tonumber(r[i])
      if r[i] > 255 then
         r[i] = 255
      elseif r[i] < 0 then
         r[i] = 0
      end
      i = i + 1
   end
   return r
end

function parse_mousefile_line(line_to_parse, mousefile)
   -- check for sensitivity
   if mousesensitivity == nil then
      mousesensitivity = find_after_keyword(line_to_parse, "Sensitivity:")
      if mousesensitivity ~= nil then
         if mousesensitivity < 100 then
            mousesensitivity = 100
         elseif mousesensitivity > 600 then
            mousesensitivity = 600
         end
      end
   -- if we already have sensitivity, check for sensitivity curve
   elseif mousesensitivitymode == nil then
      mousesensitivitymode = find_after_keyword(line_to_parse, "Sensitivity Curve:")
      if mousesensitivitymode ~= nil then
         if mousesensitivitymode < 0 then
            mousesensitivitymode = 1
         elseif mousesensitivitymode > 6 then
            mousesensitivitymode = 6
         end
      end
   -- if we have all the above, go for control mode
   elseif mousecontrolmode == nil then
      mousecontrolmode = find_after_keyword(line_to_parse, "Control Mode:")
   -- if we have all the above, go for deadzone
   elseif mousedeadzone == nil then
      mousedeadzone = find_after_keyword(line_to_parse, "Deadzone:")
      if mousedeadzone ~= nil then
         if mousedeadzone < 0 then
            mousedeadzone = 0
         end
      end
   -- if we have all the above, go for mouse invert
   elseif mouseinvert == nil then
      mouseinvert = find_after_keyword(line_to_parse, "Mouse Invert:")
      if mouseinvert ~= 1 then
         mouseinvert = 0
      end
   -- if we have all the above, go for mouse boundaries
   elseif mouseboundaries == nil then
      mouseboundaries = find_after_keyword(line_to_parse, "Boundary Limit:")
   -- if we have all the above, go for mouse colors
   elseif mousecolor == nil then
      mousecolors = find_4_numbers_after_keyword(line_to_parse, "Indicator Color:")
   -- all found - set the position to end of file
   else
      mousefile:seek("end")
   end
end

-----------------------------------------------------------------------
-- check if the file containing mouse references exists
-----------------------------------------------------------------------
filename_mouse = "mouse_script.cfg"
boolmousefileOK = cf.fileExists(filename_mouse, "data/", false)
boolscriptmouse = false

-- if file exists
if boolmousefileOK then
   -- reset all the variables to nil
   mousesensitivity = nil
   mousesensitivitymode = nil
   mousecontrolmode = nil
   mousedeadzone = nil
   mouseinvert = nil
   mouseboundaries = nil
   mousecolor = nil
   mousecolors = {}

   -- open the file in read only mode
   mousefile = cf.openFile(filename_mouse, "r", "data/")

   -- pick first line
   new_line = mousefile:read("*l")

   while new_line ~= nil do
      -- parse line and then jump on to the next line until end of file
      parse_mousefile_line(new_line,mousefile)
      new_line = mousefile:read("*l")
   end

   -- all data read.. time to close the file
   mousefile:close()

   -- if these three were found from the cfg file...
   if mousesensitivity and mousesensitivitymode and mousecontrolmode then

      -- set script to actually run, allow lua to override c coded controls
      boolscriptmouse = true
      ba.setControlMode(LUA_FULL_CONTROLS)

      -- make sure we have a number in deadzone var and not nil
      if mousedeadzone == nil then
         mousedeadzone = 0
      end

      -- define some variables
      mouse_reset_counter = nil
      missiontime_old = 0
      missiontime = nil

      -- if mouse invert was set to true, then invert the mouse (set it to '-1')
      -- otherwise define the multiplier as '1'
      if mouseinvert == 1 then
         mouseinvert = -1
      else
         mouseinvert = 1
      end

      -- check if boundaries are valid
      if mouseboundaries == nil then
         mouseboundaries = 1
      end

      -- check that defined control area is not larger than the actual area which can be controlled
      local max_limits
      max_limits = mousesensitivity * 2 + mousedeadzone * 2 + 10
      scr_width = gr.getScreenWidth()
      scr_height = gr.getScreenHeight()
      if max_limits > scr_width or max_limits > scr_height then
         ba.warning("Mouse control area defined to be larger than the window size, please resize")
      end

      --setup mouse bitmap
      mouse_bm = gr.loadTexture("mouse_ret_2.dds", true)
      if mouse_bm:isValid() then
         no_bitmap = false
         mouse_bm_w = mouse_bm:getWidth() / 2
         mouse_bm_h = mouse_bm:getHeight() / 2
      else
         no_bitmap = true
      end
   else
      ba.warning("Scripted mouse's init failed")
   end
else
   ba.warning("File '" .. filename_mouse .."' not found")
end

]

$Application: FS2_Open
$State: GS_STATE_GAME_PLAY
$On Frame:

[

------------------------
------ functions -------
------------------------
function mouse_control_A(value, centervalue, axis)
   -- get the actual difference from centerpoint
   delta = value - centervalue

   -- default multiplier to +1
   multiplier = 1

   -- if we are handling negative values set multiplier to -1
   -- and make sure we deal only with positive values
   if delta < 0 then
      multiplier = -1
      delta = math.abs(delta)
   end

   -- deduct deadzone from the delta
   delta = delta - mousedeadzone
   if delta < 0 then
      delta = 0
   end

   -- scale delta from 0 to 1 according to defined sensitivity
   delta = delta / mousesensitivity
   if delta > 1 then
      delta = 1
   end

   -- if we do not have extreme values
   -- apply the defined sensitivity curve
   if (delta > 0) and (delta < 1) then
      delta = math.pow(delta, mousesensitivitymode)
   end

   -- apply the multiplier
   delta = delta * multiplier

   return delta
end
------------------------
function do_boundaries_check(limit)
   f_mouse_x = nil
   f_mouse_y = nil

   -- do we go over width limits
   if mouse_x <= limit then
      f_mouse_x = limit
   elseif mouse_x >= (scr_width - limit) then
      f_mouse_x = scr_width - limit
   end

   -- do we go over height limits
   if mouse_y <= limit then
      f_mouse_y = limit
   elseif mouse_y >= (scr_height - limit) then
      f_mouse_y = scr_height - limit
   end

   -- reset the cursor to the nearest boundary
   if f_mouse_x ~= nil or f_mouse_y ~= nil then
      if f_mouse_x and f_mouse_y then
         io.forceMousePosition(f_mouse_x, f_mouse_y)
      elseif f_mouse_x then
         io.forceMousePosition(f_mouse_x, mouse_y)
      else
         io.forceMousePosition(mouse_x, f_mouse_y)
      end
   end
end
------------------------
--- end of functions ---
------------------------

if boolscriptmouse == true then
   -- check for center button reset...
   if mouse_reset_counter == nil then
      mouse_center_x = io.getMouseX()
      mouse_center_y = io.getMouseY()
      mouse_reset_counter = 0
   end

   -- get frametime (used to increment the timer)
   frametime = ba.getFrametime()

   -- make sure missiontime and old missiontime exist
   if missiontime ~= nil then
      missiontime_old = missiontime
   end
   missiontime = mn.getMissionTime()

   -- if the setting changes make sure to reset it to false
   if io.MouseControlStatus == true then
      mouse_reset_on_end = true
      io.MouseControlStatus = false
   end

   -- check if missiontime is actually running or not
   if missiontime ~= missiontime_old then

      -- after pause ends (ie. missiontime starts running again)
      -- reset the mouse to the center
      if end_of_pause == true then
         io.forceMousePosition(mouse_center_x, mouse_center_y)
         end_of_pause = nil
      end

      -- increment the center mouse button down counter
      if io.isMouseButtonDown(MOUSE_MIDDLE_BUTTON) then
         mouse_reset_counter = mouse_reset_counter + frametime
      else
         mouse_reset_counter = 0
      end

      -- if center mouse button has been pressed long enough
      -- reset the mouse
      if mouse_reset_counter > 0.1 then
         io.forceMousePosition(mouse_center_x, mouse_center_y)
         mouse_reset_counter = 0
      end

      -- get control values
      mouse_x = io.getMouseX()
      mouse_y = io.getMouseY()
      controls = ba.getControlInfo()

      if mousecontrolmode == 1 or mousecontrolmode == 2 then

         -- make sure we aint gonna go off the boundaries...
         do_boundaries_check(mouseboundaries)
         -- end of boundaries check

if mousecontrolmode == 1 then
    -- get the actual control values
    current_h = mouse_control_A(mouse_x, mouse_center_x, "x")
    current_p = mouseinvert * mouse_control_A(mouse_y, mouse_center_y, "y")
   
    -- increment, not replace the existing values
    controls.Heading = current_h + controls.Heading
    controls.Pitch = current_p + controls.Pitch

    -- get draw position
    center_x = scr_width / 2
    center_y = scr_height / 2
    drawpos_x = center_x + (current_h * 300)
    drawpos_y = center_y + (current_p * 300)
    -- define the color of the cursor
    if mousecolors == nil then
       gr.setColor(0,64,220,196)
    else
       gr.setColor(mousecolors[1],mousecolors[2],mousecolors[3],mousecolors[4])
    end
   
    -- draw cursor
    if no_bitmap == true then
       gr.drawGradientLine(drawpos_x, drawpos_y, drawpos_x + 20, drawpos_y - 20)
       gr.drawGradientLine(drawpos_x, drawpos_y, drawpos_x - 20, drawpos_y + 20)
       gr.drawGradientLine(drawpos_x, drawpos_y, drawpos_x + 20, drawpos_y + 20)
       gr.drawGradientLine(drawpos_x, drawpos_y, drawpos_x - 20, drawpos_y - 20)
    else
       gr.drawMonochromeImage(mouse_bm, drawpos_x - mouse_bm_w, drawpos_y - mouse_bm_h, drawpos_x + mouse_bm_w, drawpos_y + mouse_bm_h)
    end
   
end

if mousecontrolmode == 2 then --airquake mouse mode
    if inited == nil then
       plr = hv.Player
       cpos = plr.Position + plr.Orientation:rotateVector( ba.createVector(0,-15,-75) )
       ccam = gr.createCamera("ccam", cpos, plr.Orientation)
       gr.setCamera(ccam)
       inited = true
    end
    if inited == true then
       -- the documentation says getVectorFromCoords gives you a normal
       -- vector, but the code says it's a normal vector + camera pos
       wanted_dir = gr.getVectorFromCoords(mouse_x, mouse_y) - cpos

       -- camera ALWAYS points towards where the mouse is
       -- just like any other first-person shoter
       ccam:setOrientation(wanted_dir:getOrientation())
       io.forceMousePosition(scr_width/2, scr_height/2)
       cpos = plr.Position + plr.Orientation:unrotateVector( ba.createVector(0,15,-50) )
       ccam:setPosition(cpos)

       -- now let's try to make the player point the same direction
       local_wanted_dir = plr.Orientation:rotateVector(wanted_dir)
       forward = ba.createVector(0,0,-4)
       axis = local_wanted_dir:getCrossProduct(forward)
       controls.Heading = axis.y
       controls.Pitch = axis.x

       -- now ensure that the ship is banked correctly
       -- in the future, this should capture whatever keys the player
       -- uses to bank and adjust the camera first with them
       up = ba.createVector(0,1,0)
       camup = ccam.Orientation:rotateVector(up)
       plrup = plr.Orientation:rotateVector(up)
       should_be_forward = camup:getCrossProduct(plrup)
       controls.Bank = should_be_forward.z

       -- lastly, fix the HUD
       -- first kill the annoying gauges
       hu.setHUDGaugeColor( 9,0,0,0,0) --reticle center
       hu.setHUDGaugeColor(23,0,0,0,0) --target mini icon
       hu.setHUDGaugeColor(19,0,0,0,0) --threat gauge
       hu.setHUDGaugeColor( 6,0,0,0,0) --throttle gauge
       hu.setHUDGaugeColor(20,0,0,0,0) --afterburner energy
       hu.setHUDGaugeColor(21,0,0,0,0) --weapons energy
       -- then replace them
       gaugey = math.floor(.6*scr_height)
       gr.setColor(200, 200, 0, 100)
       energy_fraction = plr.WeaponEnergyLeft/plr.WeaponEnergyLeft
       gr.drawRectangle(0, gaugey+1, 100*energy_fraction, gaugey+9)
       burn_fraction = plr.AfterburnerFuelLeft/plr.AfterburnerFuelMax
       gr.drawRectangle(0, gaugey+11, 100*burn_fraction, gaugey+19)
       speed = math.floor(plr.Physics:getForwardSpeed()+.5)
       gr.drawString(speed, 100, gaugey+11)
       if plr.PrimaryTriggerDown then
  gr.setColor(100, 0, 0, 64)
  gr.drawCircle(5, 105, gaugey+5)
       end

       -- make aim indicators
       vec300 = ba.createVector(0,0,300)
       vec1000 = ba.createVector(0,0,1000)
       aim300 = plr.Position + plr.Orientation:unrotateVector(vec300)
       aim1000 = plr.Position + plr.Orientation:unrotateVector(vec1000)
       x,y = aim1000:getScreenCoords()
       gr.setColor(150,150,150,150)
       if x ~= nil and x ~= false then
  gr.drawLine(x+4,y+4,x-4,y-4)
  gr.drawLine(x+4,y-4,x-4,y+4)
       end
       x,y = aim300:getScreenCoords()
       if x ~= nil and x ~= false then
  gr.drawRectangle(x-6,y-6,x+6,y+6,false)
       end

       -- now tell the hud to draw
       hu.HUDDrawn = true
    end
end
      end
   else
      end_of_pause = true
   end
end

]

$Application: FS2_Open
$On Mission End:

[

boolscriptmouse = false
ba.setControlMode(NORMAL_CONTROLS)
if mouse_reset_on_end == true then
   io.MouseControlStatus = true
end

]

#End

update: fixed which gauges to remove.   Also, playtesting reveals that when you look up or down, you spin obnoxiously.  This is unacceptable in a true 3d game, so I'll have to look into how to fix that.
« Last Edit: March 30, 2010, 02:25:49 am by eigenlambda »

 
Re: hate how the mouse works? have i got the script for you!
I fixed the obnoxious spinning problem.  So that's good.

Lastly, the one thing that's keeping me from being able to shoot down dragons with the guns on an artemis is how slow the controls are to get centered on the center of the screen, and how they lazily bob back and forth around that center.  I need to figure out how to cancel rotational momentum precisely when it gets centered.  Any ideas?

Code: [Select]
#Conditional Hooks

$Application: FS2_Open
$On Mission Start:

[

-- couple of functions to make things go easier
function find_after_keyword(line_to_parse, keyword)

   -- make sure both strings are in lower case
   line_to_parse = line_to_parse:lower()
   keyword = keyword:lower()

   -- find any instances of the keyword
   key_s, key_e = line_to_parse:find(keyword)

   -- if we cant find a thing
   if key_s == nil then
      return nil
   end

   result = line_to_parse:match("%d+", e_key)
   return tonumber(result)
end

function find_4_numbers_after_keyword(line_to_parse, keyword)

   -- make sure both strings are in lower case
   line_to_parse = line_to_parse:lower()
   keyword = keyword:lower()

   -- find any instances of the keyword
   key_s, key_e = line_to_parse:find(keyword)

   -- if we cant find a thing
   if key_s == nil then
      return nil
   end

   -- make sure r is an array
   r = {}
   i = 1

   -- stuff the array
   for p in line_to_parse:gmatch("%d+") do
      r[i] = p
      r[i] = tonumber(r[i])
      if r[i] > 255 then
         r[i] = 255
      elseif r[i] < 0 then
         r[i] = 0
      end
      i = i + 1
   end
   return r
end

function parse_mousefile_line(line_to_parse, mousefile)
   -- check for sensitivity
   if mousesensitivity == nil then
      mousesensitivity = find_after_keyword(line_to_parse, "Sensitivity:")
      if mousesensitivity ~= nil then
         if mousesensitivity < 100 then
            mousesensitivity = 100
         elseif mousesensitivity > 600 then
            mousesensitivity = 600
         end
      end
   -- if we already have sensitivity, check for sensitivity curve
   elseif mousesensitivitymode == nil then
      mousesensitivitymode = find_after_keyword(line_to_parse, "Sensitivity Curve:")
      if mousesensitivitymode ~= nil then
         if mousesensitivitymode < 0 then
            mousesensitivitymode = 1
         elseif mousesensitivitymode > 6 then
            mousesensitivitymode = 6
         end
      end
   -- if we have all the above, go for control mode
   elseif mousecontrolmode == nil then
      mousecontrolmode = find_after_keyword(line_to_parse, "Control Mode:")
   -- if we have all the above, go for deadzone
   elseif mousedeadzone == nil then
      mousedeadzone = find_after_keyword(line_to_parse, "Deadzone:")
      if mousedeadzone ~= nil then
         if mousedeadzone < 0 then
            mousedeadzone = 0
         end
      end
   -- if we have all the above, go for mouse invert
   elseif mouseinvert == nil then
      mouseinvert = find_after_keyword(line_to_parse, "Mouse Invert:")
      if mouseinvert ~= 1 then
         mouseinvert = 0
      end
   -- if we have all the above, go for mouse boundaries
   elseif mouseboundaries == nil then
      mouseboundaries = find_after_keyword(line_to_parse, "Boundary Limit:")
   -- if we have all the above, go for mouse colors
   elseif mousecolor == nil then
      mousecolors = find_4_numbers_after_keyword(line_to_parse, "Indicator Color:")
   -- all found - set the position to end of file
   else
      mousefile:seek("end")
   end
end

-----------------------------------------------------------------------
-- check if the file containing mouse references exists
-----------------------------------------------------------------------
filename_mouse = "mouse_script.cfg"
boolmousefileOK = cf.fileExists(filename_mouse, "data/", false)
boolscriptmouse = false

-- if file exists
if boolmousefileOK then
   -- reset all the variables to nil
   mousesensitivity = nil
   mousesensitivitymode = nil
   mousecontrolmode = nil
   mousedeadzone = nil
   mouseinvert = nil
   mouseboundaries = nil
   mousecolor = nil
   mousecolors = {}

   -- open the file in read only mode
   mousefile = cf.openFile(filename_mouse, "r", "data/")

   -- pick first line
   new_line = mousefile:read("*l")

   while new_line ~= nil do
      -- parse line and then jump on to the next line until end of file
      parse_mousefile_line(new_line,mousefile)
      new_line = mousefile:read("*l")
   end

   -- all data read.. time to close the file
   mousefile:close()

   -- if these three were found from the cfg file...
   if mousesensitivity and mousesensitivitymode and mousecontrolmode then

      -- set script to actually run, allow lua to override c coded controls
      boolscriptmouse = true
      ba.setControlMode(LUA_FULL_CONTROLS)

      -- make sure we have a number in deadzone var and not nil
      if mousedeadzone == nil then
         mousedeadzone = 0
      end

      -- define some variables
      mouse_reset_counter = nil
      missiontime_old = 0
      missiontime = nil

      -- if mouse invert was set to true, then invert the mouse (set it to '-1')
      -- otherwise define the multiplier as '1'
      if mouseinvert == 1 then
         mouseinvert = -1
      else
         mouseinvert = 1
      end

      -- check if boundaries are valid
      if mouseboundaries == nil then
         mouseboundaries = 1
      end

      -- check that defined control area is not larger than the actual area which can be controlled
      local max_limits
      max_limits = mousesensitivity * 2 + mousedeadzone * 2 + 10
      scr_width = gr.getScreenWidth()
      scr_height = gr.getScreenHeight()
      if max_limits > scr_width or max_limits > scr_height then
         ba.warning("Mouse control area defined to be larger than the window size, please resize")
      end

      --setup mouse bitmap
      mouse_bm = gr.loadTexture("mouse_ret_2.dds", true)
      if mouse_bm:isValid() then
         no_bitmap = false
         mouse_bm_w = mouse_bm:getWidth() / 2
         mouse_bm_h = mouse_bm:getHeight() / 2
      else
         no_bitmap = true
      end
   else
      ba.warning("Scripted mouse's init failed")
   end
else
   ba.warning("File '" .. filename_mouse .."' not found")
end

]

$Application: FS2_Open
$State: GS_STATE_GAME_PLAY
$On Frame:

[

------------------------
------ functions -------
------------------------
function mouse_control_A(value, centervalue, axis)
   -- get the actual difference from centerpoint
   delta = value - centervalue

   -- default multiplier to +1
   multiplier = 1

   -- if we are handling negative values set multiplier to -1
   -- and make sure we deal only with positive values
   if delta < 0 then
      multiplier = -1
      delta = math.abs(delta)
   end

   -- deduct deadzone from the delta
   delta = delta - mousedeadzone
   if delta < 0 then
      delta = 0
   end

   -- scale delta from 0 to 1 according to defined sensitivity
   delta = delta / mousesensitivity
   if delta > 1 then
      delta = 1
   end

   -- if we do not have extreme values
   -- apply the defined sensitivity curve
   if (delta > 0) and (delta < 1) then
      delta = math.pow(delta, mousesensitivitymode)
   end

   -- apply the multiplier
   delta = delta * multiplier

   return delta
end
------------------------
function do_boundaries_check(limit)
   f_mouse_x = nil
   f_mouse_y = nil

   -- do we go over width limits
   if mouse_x <= limit then
      f_mouse_x = limit
   elseif mouse_x >= (scr_width - limit) then
      f_mouse_x = scr_width - limit
   end

   -- do we go over height limits
   if mouse_y <= limit then
      f_mouse_y = limit
   elseif mouse_y >= (scr_height - limit) then
      f_mouse_y = scr_height - limit
   end

   -- reset the cursor to the nearest boundary
   if f_mouse_x ~= nil or f_mouse_y ~= nil then
      if f_mouse_x and f_mouse_y then
         io.forceMousePosition(f_mouse_x, f_mouse_y)
      elseif f_mouse_x then
         io.forceMousePosition(f_mouse_x, mouse_y)
      else
         io.forceMousePosition(mouse_x, f_mouse_y)
      end
   end
end
------------------------
--- end of functions ---
------------------------

if boolscriptmouse == true then
   -- check for center button reset...
   if mouse_reset_counter == nil then
      mouse_center_x = io.getMouseX()
      mouse_center_y = io.getMouseY()
      mouse_reset_counter = 0
   end

   -- get frametime (used to increment the timer)
   frametime = ba.getFrametime()

   -- make sure missiontime and old missiontime exist
   if missiontime ~= nil then
      missiontime_old = missiontime
   end
   missiontime = mn.getMissionTime()

   -- if the setting changes make sure to reset it to false
   if io.MouseControlStatus == true then
      mouse_reset_on_end = true
      io.MouseControlStatus = false
   end

   -- check if missiontime is actually running or not
   if missiontime ~= missiontime_old then

      -- after pause ends (ie. missiontime starts running again)
      -- reset the mouse to the center
      if end_of_pause == true then
         io.forceMousePosition(mouse_center_x, mouse_center_y)
         end_of_pause = nil
      end

      -- increment the center mouse button down counter
      if io.isMouseButtonDown(MOUSE_MIDDLE_BUTTON) then
         mouse_reset_counter = mouse_reset_counter + frametime
      else
         mouse_reset_counter = 0
      end

      -- if center mouse button has been pressed long enough
      -- reset the mouse
      if mouse_reset_counter > 0.1 then
         io.forceMousePosition(mouse_center_x, mouse_center_y)
         mouse_reset_counter = 0
      end

      -- get control values
      mouse_x = io.getMouseX()
      mouse_y = io.getMouseY()
      controls = ba.getControlInfo()

      if mousecontrolmode == 1 or mousecontrolmode == 2 then

         -- make sure we aint gonna go off the boundaries...
         do_boundaries_check(mouseboundaries)
         -- end of boundaries check

if mousecontrolmode == 1 then
    -- get the actual control values
    current_h = mouse_control_A(mouse_x, mouse_center_x, "x")
    current_p = mouseinvert * mouse_control_A(mouse_y, mouse_center_y, "y")
   
    -- increment, not replace the existing values
    controls.Heading = current_h + controls.Heading
    controls.Pitch = current_p + controls.Pitch

    -- get draw position
    center_x = scr_width / 2
    center_y = scr_height / 2
    drawpos_x = center_x + (current_h * 300)
    drawpos_y = center_y + (current_p * 300)
    -- define the color of the cursor
    if mousecolors == nil then
       gr.setColor(0,64,220,196)
    else
       gr.setColor(mousecolors[1],mousecolors[2],mousecolors[3],mousecolors[4])
    end
   
    -- draw cursor
    if no_bitmap == true then
       gr.drawGradientLine(drawpos_x, drawpos_y, drawpos_x + 20, drawpos_y - 20)
       gr.drawGradientLine(drawpos_x, drawpos_y, drawpos_x - 20, drawpos_y + 20)
       gr.drawGradientLine(drawpos_x, drawpos_y, drawpos_x + 20, drawpos_y + 20)
       gr.drawGradientLine(drawpos_x, drawpos_y, drawpos_x - 20, drawpos_y - 20)
    else
       gr.drawMonochromeImage(mouse_bm, drawpos_x - mouse_bm_w, drawpos_y - mouse_bm_h, drawpos_x + mouse_bm_w, drawpos_y + mouse_bm_h)
    end
   
end

if mousecontrolmode == 2 then --airquake mouse mode
    if inited == nil then
       plr = hv.Player
       cpos = plr.Position + plr.Orientation:rotateVector( ba.createVector(0,-15,-75) )
       ccam = gr.createCamera("ccam", cpos, plr.Orientation)
       gr.setCamera(ccam)
       inited = true
    end
    if inited == true then
       -- the documentation says getVectorFromCoords gives you a normal
       -- vector, but the code says it's a normal vector + camera pos
       wanted_dir = gr.getVectorFromCoords(mouse_x, mouse_y) - cpos

       -- camera ALWAYS points towards where the mouse is
       -- just like any other first-person shoter
       delta = ccam.Orientation:rotateVector(wanted_dir):getOrientation()
       ccam:setOrientation(ccam.Orientation*delta)
       io.forceMousePosition(scr_width/2, scr_height/2)
       cpos = plr.Position + plr.Orientation:unrotateVector( ba.createVector(0,15,-50) )
       ccam:setPosition(cpos)

       -- now let's try to make the player point the same direction
       local_wanted_dir = plr.Orientation:rotateVector(wanted_dir)
       forward = ba.createVector(0,0,1)
       axis = local_wanted_dir:getCrossProduct(forward)
       cosdelta = local_wanted_dir:getDotProduct(forward)
       if cosdelta < 0 then -- obtuse angle between ship and cam forward
  r = math.sqrt(axis.x*axis.x + axis.y*axis.y)
  controls.Heading = -5*axis.y/r
  controls.Pitch = -5*axis.x/r
       else
  sindelta = axis:getMagnitude()
  control = 10*sindelta
  controls.Heading = -control*axis.y
  controls.Pitch = -control*axis.x
  gr.setColor(255,255,255)
  gr.drawString(control, 300, 300)
  gr.drawString(axis.y, 300, 310)
  gr.drawString(axis.x, 300, 320)
  gr.drawString(-control*axis.y, 300, 330)
  gr.drawString(-control*axis.x, 300, 340)
       end
       

       -- now ensure that the ship is banked correctly
       -- in the future, this should capture whatever keys the player
       -- uses to bank and adjust the camera first with them
       up = ba.createVector(0,1,0)
       camup = ccam.Orientation:rotateVector(up)
       plrup = plr.Orientation:rotateVector(up)
       should_be_forward = camup:getCrossProduct(plrup)
       controls.Bank = should_be_forward.z

       -- lastly, fix the HUD
       -- first kill the annoying gauges
       hu.setHUDGaugeColor( 9,0,0,0,0) --reticle center
       hu.setHUDGaugeColor(23,0,0,0,0) --target mini icon
       hu.setHUDGaugeColor(19,0,0,0,0) --threat gauge
       hu.setHUDGaugeColor( 6,0,0,0,0) --throttle gauge
       hu.setHUDGaugeColor(20,0,0,0,0) --afterburner energy
       hu.setHUDGaugeColor(21,0,0,0,0) --weapons energy
       -- then replace them
       gaugey = math.floor(.6*scr_height)
       gr.setColor(200, 200, 0, 100)
       energy_fraction = plr.WeaponEnergyLeft/plr.WeaponEnergyLeft
       gr.drawRectangle(0, gaugey+1, 100*energy_fraction, gaugey+9)
       burn_fraction = plr.AfterburnerFuelLeft/plr.AfterburnerFuelMax
       gr.drawRectangle(0, gaugey+11, 100*burn_fraction, gaugey+19)
       speed = math.floor(plr.Physics:getForwardSpeed()+.5)
       gr.drawString(speed, 100, gaugey+11)
       if plr.PrimaryTriggerDown then
  gr.setColor(100, 0, 0, 64)
  gr.drawCircle(5, 105, gaugey+5)
       end

       -- make aim indicators
       vec300 = ba.createVector(0,0,300)
       vec1000 = ba.createVector(0,0,1000)
       aim300 = plr.Position + plr.Orientation:unrotateVector(vec300)
       aim1000 = plr.Position + plr.Orientation:unrotateVector(vec1000)
       x,y = aim1000:getScreenCoords()
       gr.setColor(150,150,150,150)
       if x ~= nil and x ~= false then
  gr.drawLine(x+4,y+4,x-4,y-4)
  gr.drawLine(x+4,y-4,x-4,y+4)
       end
       x,y = aim300:getScreenCoords()
       if x ~= nil and x ~= false then
  gr.drawRectangle(x-6,y-6,x+6,y+6,false)
       end

       -- now tell the hud to draw
       hu.HUDDrawn = true
    end
end
      end
   else
      end_of_pause = true
   end
end

]

$Application: FS2_Open
$On Mission End:

[

boolscriptmouse = false
ba.setControlMode(NORMAL_CONTROLS)
if mouse_reset_on_end == true then
   io.MouseControlStatus = true
end

]

#End

 

Offline Wanderer

  • Wiki Warrior
  • 211
  • Mostly harmless
Re: hate how the mouse works? have i got the script for you!
Not really.. other than possibly forcing ship to 'start turn' to opposite direction.
Do not meddle in the affairs of coders for they are soggy and hard to light

 
Re: hate how the mouse works? have i got the script for you!
Naturally.  According to control theory, the fastest way to get from point A to point B is full acceleration in both directions.

I've looked through the code at how things are done.  Did you know that the player ship's rotational inertia is determined by its max rotational velocity on each axis (kinda)?  Apparently, each frame your rotational velocity is recalculated for each axis, like so:
Code: [Select]
plr = hv.Player
controls = ba.getControlInfo()
wantedrvy = controls.Heading * plr.Physics.MaxRotationalVelocity.y
plr.Physics.RotationalVelocity.y = wantedrvy - (wantedrvy -  plr.Physics.RotationalVelocity.y) * math.exp(-ba.getFrametime()/ plr.Physics.RotationalVelocityDamping)
so it should be pretty clear from that when to apply max reverse... i'm currently tuning it

 
Re: hate how the mouse works? have i got the script for you!
Galemp: Try the Velocity Indicator script.

This should give you something to steer with a little better.

That, and it's just kinda cool.

I noticed this little gem activated while playing blue planet + glide, and after some searching I found a tbm to turn it off...
But how do I turn it on? I mean, for everything, all the time? It's awesome.
"Do you plunder?"
"I have been known to plunder..."
"I refer ye t' darkstar one, one o' th' newer big budget spacers - it's lack o' variety were bein' insultin', an' th' mechanics weren't polished at all.  Every time a title like wot comes out, it pushes th' return o' th' space shooter genre further down th' sea." - Talk like a pirate day '09
"Hope for the best, expect the worst." -Heinlein

 
Re: hate how the mouse works? have i got the script for you!
This works, more or less.  I love owning stuff with only my guns.  By the way, Prometheus R sucks, I'd rather take on fighters with the Akheton SDG.

Code: [Select]
#Conditional Hooks

$Application: FS2_Open
$On Mission Start:

[

-- couple of functions to make things go easier
function find_after_keyword(line_to_parse, keyword)

   -- make sure both strings are in lower case
   line_to_parse = line_to_parse:lower()
   keyword = keyword:lower()

   -- find any instances of the keyword
   key_s, key_e = line_to_parse:find(keyword)

   -- if we cant find a thing
   if key_s == nil then
      return nil
   end

   result = line_to_parse:match("%d+", e_key)
   return tonumber(result)
end

function find_4_numbers_after_keyword(line_to_parse, keyword)

   -- make sure both strings are in lower case
   line_to_parse = line_to_parse:lower()
   keyword = keyword:lower()

   -- find any instances of the keyword
   key_s, key_e = line_to_parse:find(keyword)

   -- if we cant find a thing
   if key_s == nil then
      return nil
   end

   -- make sure r is an array
   r = {}
   i = 1

   -- stuff the array
   for p in line_to_parse:gmatch("%d+") do
      r[i] = p
      r[i] = tonumber(r[i])
      if r[i] > 255 then
         r[i] = 255
      elseif r[i] < 0 then
         r[i] = 0
      end
      i = i + 1
   end
   return r
end

function parse_mousefile_line(line_to_parse, mousefile)
   -- check for sensitivity
   if mousesensitivity == nil then
      mousesensitivity = find_after_keyword(line_to_parse, "Sensitivity:")
      if mousesensitivity ~= nil then
         if mousesensitivity < 100 then
            mousesensitivity = 100
         elseif mousesensitivity > 600 then
            mousesensitivity = 600
         end
      end
   -- if we already have sensitivity, check for sensitivity curve
   elseif mousesensitivitymode == nil then
      mousesensitivitymode = find_after_keyword(line_to_parse, "Sensitivity Curve:")
      if mousesensitivitymode ~= nil then
         if mousesensitivitymode < 0 then
            mousesensitivitymode = 1
         elseif mousesensitivitymode > 6 then
            mousesensitivitymode = 6
         end
      end
   -- if we have all the above, go for control mode
   elseif mousecontrolmode == nil then
      mousecontrolmode = find_after_keyword(line_to_parse, "Control Mode:")
   -- if we have all the above, go for deadzone
   elseif mousedeadzone == nil then
      mousedeadzone = find_after_keyword(line_to_parse, "Deadzone:")
      if mousedeadzone ~= nil then
         if mousedeadzone < 0 then
            mousedeadzone = 0
         end
      end
   -- if we have all the above, go for mouse invert
   elseif mouseinvert == nil then
      mouseinvert = find_after_keyword(line_to_parse, "Mouse Invert:")
      if mouseinvert ~= 1 then
         mouseinvert = 0
      end
   -- if we have all the above, go for mouse boundaries
   elseif mouseboundaries == nil then
      mouseboundaries = find_after_keyword(line_to_parse, "Boundary Limit:")
   -- if we have all the above, go for mouse colors
   elseif mousecolor == nil then
      mousecolors = find_4_numbers_after_keyword(line_to_parse, "Indicator Color:")
   -- all found - set the position to end of file
   else
      mousefile:seek("end")
   end
end

-----------------------------------------------------------------------
-- check if the file containing mouse references exists
-----------------------------------------------------------------------
filename_mouse = "mouse_script.cfg"
boolmousefileOK = cf.fileExists(filename_mouse, "data/", false)
boolscriptmouse = false

-- if file exists
if boolmousefileOK then
   -- reset all the variables to nil
   mousesensitivity = nil
   mousesensitivitymode = nil
   mousecontrolmode = nil
   mousedeadzone = nil
   mouseinvert = nil
   mouseboundaries = nil
   mousecolor = nil
   mousecolors = {}

   -- open the file in read only mode
   mousefile = cf.openFile(filename_mouse, "r", "data/")

   -- pick first line
   new_line = mousefile:read("*l")

   while new_line ~= nil do
      -- parse line and then jump on to the next line until end of file
      parse_mousefile_line(new_line,mousefile)
      new_line = mousefile:read("*l")
   end

   -- all data read.. time to close the file
   mousefile:close()

   -- if these three were found from the cfg file...
   if mousesensitivity and mousesensitivitymode and mousecontrolmode then

      -- set script to actually run, allow lua to override c coded controls
      boolscriptmouse = true
      ba.setControlMode(LUA_FULL_CONTROLS)

      -- make sure we have a number in deadzone var and not nil
      if mousedeadzone == nil then
         mousedeadzone = 0
      end

      -- define some variables
      mouse_reset_counter = nil
      missiontime_old = 0
      missiontime = nil

      -- if mouse invert was set to true, then invert the mouse (set it to '-1')
      -- otherwise define the multiplier as '1'
      if mouseinvert == 1 then
         mouseinvert = -1
      else
         mouseinvert = 1
      end

      -- check if boundaries are valid
      if mouseboundaries == nil then
         mouseboundaries = 1
      end

      -- check that defined control area is not larger than the actual area which can be controlled
      local max_limits
      max_limits = mousesensitivity * 2 + mousedeadzone * 2 + 10
      scr_width = gr.getScreenWidth()
      scr_height = gr.getScreenHeight()
      if max_limits > scr_width or max_limits > scr_height then
         ba.warning("Mouse control area defined to be larger than the window size, please resize")
      end

      --setup mouse bitmap
      mouse_bm = gr.loadTexture("mouse_ret_2.dds", true)
      if mouse_bm:isValid() then
         no_bitmap = false
         mouse_bm_w = mouse_bm:getWidth() / 2
         mouse_bm_h = mouse_bm:getHeight() / 2
      else
         no_bitmap = true
      end
   else
      ba.warning("Scripted mouse's init failed")
   end
else
   ba.warning("File '" .. filename_mouse .."' not found")
end

debugfile = cf.openFile("/home/eigenlambda/debugfile", "w")

]

$Application: FS2_Open
$State: GS_STATE_GAME_PLAY
$On Frame:

[

------------------------
------ functions -------
------------------------
function mouse_control_A(value, centervalue, axis)
   -- get the actual difference from centerpoint
   delta = value - centervalue

   -- default multiplier to +1
   multiplier = 1

   -- if we are handling negative values set multiplier to -1
   -- and make sure we deal only with positive values
   if delta < 0 then
      multiplier = -1
      delta = math.abs(delta)
   end

   -- deduct deadzone from the delta
   delta = delta - mousedeadzone
   if delta < 0 then
      delta = 0
   end

   -- scale delta from 0 to 1 according to defined sensitivity
   delta = delta / mousesensitivity
   if delta > 1 then
      delta = 1
   end

   -- if we do not have extreme values
   -- apply the defined sensitivity curve
   if (delta > 0) and (delta < 1) then
      delta = math.pow(delta, mousesensitivitymode)
   end

   -- apply the multiplier
   delta = delta * multiplier

   return delta
end
------------------------
function do_boundaries_check(limit)
   f_mouse_x = nil
   f_mouse_y = nil

   -- do we go over width limits
   if mouse_x <= limit then
      f_mouse_x = limit
   elseif mouse_x >= (scr_width - limit) then
      f_mouse_x = scr_width - limit
   end

   -- do we go over height limits
   if mouse_y <= limit then
      f_mouse_y = limit
   elseif mouse_y >= (scr_height - limit) then
      f_mouse_y = scr_height - limit
   end

   -- reset the cursor to the nearest boundary
   if f_mouse_x ~= nil or f_mouse_y ~= nil then
      if f_mouse_x and f_mouse_y then
         io.forceMousePosition(f_mouse_x, f_mouse_y)
      elseif f_mouse_x then
         io.forceMousePosition(f_mouse_x, mouse_y)
      else
         io.forceMousePosition(mouse_x, f_mouse_y)
      end
   end
end
------------------------
--- end of functions ---
------------------------

if boolscriptmouse == true then
   -- check for center button reset...
   if mouse_reset_counter == nil then
      mouse_center_x = io.getMouseX()
      mouse_center_y = io.getMouseY()
      mouse_reset_counter = 0
   end

   -- get frametime (used to increment the timer)
   frametime = ba.getFrametime()

   -- make sure missiontime and old missiontime exist
   if missiontime ~= nil then
      missiontime_old = missiontime
   end
   missiontime = mn.getMissionTime()

   -- if the setting changes make sure to reset it to false
   if io.MouseControlStatus == true then
      mouse_reset_on_end = true
      io.MouseControlStatus = false
   end

   -- check if missiontime is actually running or not
   if missiontime ~= missiontime_old then

      -- after pause ends (ie. missiontime starts running again)
      -- reset the mouse to the center
      if end_of_pause == true then
         io.forceMousePosition(mouse_center_x, mouse_center_y)
         end_of_pause = nil
      end

      -- increment the center mouse button down counter
      if io.isMouseButtonDown(MOUSE_MIDDLE_BUTTON) then
         mouse_reset_counter = mouse_reset_counter + frametime
      else
         mouse_reset_counter = 0
      end

      -- if center mouse button has been pressed long enough
      -- reset the mouse
      if mouse_reset_counter > 0.1 then
         io.forceMousePosition(mouse_center_x, mouse_center_y)
         mouse_reset_counter = 0
      end

      -- get control values
      mouse_x = io.getMouseX()
      mouse_y = io.getMouseY()
      controls = ba.getControlInfo()

      if mousecontrolmode == 1 or mousecontrolmode == 2 then

         -- make sure we aint gonna go off the boundaries...
         do_boundaries_check(mouseboundaries)
         -- end of boundaries check

if mousecontrolmode == 1 then
    -- get the actual control values
    current_h = mouse_control_A(mouse_x, mouse_center_x, "x")
    current_p = mouseinvert * mouse_control_A(mouse_y, mouse_center_y, "y")
   
    -- increment, not replace the existing values
    controls.Heading = current_h + controls.Heading
    controls.Pitch = current_p + controls.Pitch

    -- get draw position
    center_x = scr_width / 2
    center_y = scr_height / 2
    drawpos_x = center_x + (current_h * 300)
    drawpos_y = center_y + (current_p * 300)
    -- define the color of the cursor
    if mousecolors == nil then
       gr.setColor(0,64,220,196)
    else
       gr.setColor(mousecolors[1],mousecolors[2],mousecolors[3],mousecolors[4])
    end
   
    -- draw cursor
    if no_bitmap == true then
       gr.drawGradientLine(drawpos_x, drawpos_y, drawpos_x + 20, drawpos_y - 20)
       gr.drawGradientLine(drawpos_x, drawpos_y, drawpos_x - 20, drawpos_y + 20)
       gr.drawGradientLine(drawpos_x, drawpos_y, drawpos_x + 20, drawpos_y + 20)
       gr.drawGradientLine(drawpos_x, drawpos_y, drawpos_x - 20, drawpos_y - 20)
    else
       gr.drawMonochromeImage(mouse_bm, drawpos_x - mouse_bm_w, drawpos_y - mouse_bm_h, drawpos_x + mouse_bm_w, drawpos_y + mouse_bm_h)
    end
   
end

if mousecontrolmode == 2 then --airquake mouse mode
    debugfile:write("1")
    debugfile:flush()
    if inited == nil then
       plr = hv.Player
       cpos = plr.Position + plr.Orientation:rotateVector( ba.createVector(0,-15,-75) )
       ccam = gr.createCamera("ccam", cpos, plr.Orientation)
       gr.setCamera(ccam)
       inited = true
    end
    debugfile:write("2")
    debugfile:write("\n")
    debugfile:flush()
    if inited == true then
       -- the documentation says getVectorFromCoords gives you a normal
       -- vector, but the code says it's a normal vector + camera pos
       wanted_dir = gr.getVectorFromCoords(mouse_x, mouse_y) - cpos
       
       -- camera alway points towards where the mouse is
       -- just like any other first-person shoter
       delta = ccam.Orientation:rotateVector(wanted_dir):getOrientation()
       ccam:setOrientation(ccam.Orientation*delta)
       io.forceMousePosition(scr_width/2, scr_height/2)
       cpos = plr.Position + plr.Orientation:unrotateVector( ba.createVector(0,15,-50) )
       ccam:setPosition(cpos)
       
       gr.setColor(255,255,255)

       -- now let's try to make the player point the same direction
       local_wanted_dir = plr.Orientation:rotateVector(wanted_dir)
       local_wanted_dir = local_wanted_dir / local_wanted_dir:getMagnitude()
       -- compute the cross product with <0,0,1> by hand
       xdiff = local_wanted_dir.y
       ydiff = -local_wanted_dir.x
       -- the magnitude of the cross product is the sine of angle between the vectors
       theta = math.asin(math.sqrt(xdiff*xdiff + ydiff+ydiff))
       costheta = local_wanted_dir.z -- this was the dot product with <0,0,1>
       -- these are needed for everything that follows
       rotvel = plr.Physics.RotationalVelocity
       rvx = rotvel.x
       rvy = rotvel.y
       if costheta < 0 then
  -- obtuse angle between camera and ship forward
  if theta == 0 then
     -- pointing in the exact opposite direction
     -- so, go in the direction that we're already rotating, fast
     -- if we're not rotating, start as quickly as possible
     rvr = math.sqrt(rvx*rvx + rvy*rvy)
     if rvr == 0 then
controls.Heading = 1
controls.Pitch = 1
     else
controls.Heading = 5*rvy
controls.Pitch = 5*rvx
     end
  else
     controls.Heading = -5*ydiff
     controls.Pitch = -5*xdiff
  end
       else
  -- ok, heres some theory to explain what happens next
  -- next frame's rotvel is calculated as
  -- apply_physics( rotdamp, pi->desired_rotvel.xyz.x,
  --                pi->rotvel.xyz.x, sim_time,
  --                &new_vel.xyz.x, NULL );
  -- controls.Heading and controls.Pitch can have
  -- values between -1 and 1, from which desired_rotvel
  -- is calculated as that number times the maximum
  -- rotational speed around the axis in question.
  -- rotdamp is a single scalar that determines how fast
  -- rotvel becomes desired_rotvel by exponential decay:
  -- (rotvel - desired_rotvel)*exp(-frametime/rotdamp)
  maxrv = plr.Physics.RotationalVelocityMax
  maxrvx = maxrv.x
  maxrvy = maxrv.y
  rotdamp = plr.Physics.RotationalVelocityDamping
  frametime = ba.getFrametime()

  -- we need the sign of these for later calculations
  if rvx < 0 then
     rvxs = -1
  else
     rvxs = 1
  end
  if rvy < 0 then
     rvys = -1
  else
     rvys = 1
  end

  if xdiff < 0 then
     xsign = -1
  else
     if xdiff > 0 then
xsign = 1
     else
xsign = 0
     end
  end
  if ydiff < 0 then
     ysign = -1
  else
     if ydiff > 0 then
ysign = 1
     else
ysign = 0
     end
  end


  -- i'm not sure about this part
  xangle = math.asin(xdiff)
  yangle = math.asin(ydiff)

  -- so now we calculate how long it will take to center the controls
  -- using the integral of rotational momentum assuming full acceleration
  -- ignoring the exponential term, which should go away quickly enough
  -- i hope
  timetocenterx  = xsign*(xangle + rotdamp*(xsign + rvx))
  timetocentery  = ysign*(yangle + rotdamp*(ysign + rvy))
 
  -- how quickly can we stop by applying full reverse?
  -- this is much easier, so it can be exact
  timeto0x = rotdamp*math.log(-rvxs*maxrvx/(-rvxs*maxrvx+rvx))
  timeto0y = rotdamp*math.log(-rvys*maxrvy/(-rvys*maxrvy+rvy))

  -- rotate unless we're going to overshoot
  -- if so, stop rotating as quickly as possible
  if yangle*ysign > .2 or timetocentery > timeto0y then
     controls.Heading = -ysign
  else
     x = math.exp(-frametime/rotdamp)
     forceto0 = rvy*x/(1-x) / maxrvy
     controls.Heading = -forceto0
  end
  if xangle*xsign > .1 or timetocenterx > timeto0x then
     controls.Pitch = -xsign
  else
     x = math.exp(-frametime/rotdamp)
     forceto0 = rvx*x/(1-x) / maxrvx
     controls.Pitch = -forceto0
  end
       end


       -- now ensure that the ship is banked correctly
       -- in the future, this should capture whatever keys the player
       -- uses to bank and adjust the camera first with them
       up = ba.createVector(0,1,0)
       camup = ccam.Orientation:rotateVector(up)
       plrup = plr.Orientation:rotateVector(up)
       should_be_forward = camup:getCrossProduct(plrup)
       controls.Bank = should_be_forward.z

       -- lastly, fix the HUD
       -- first kill the annoying gauges
       hu.setHUDGaugeColor( 9,0,0,0,0) --reticle center
       hu.setHUDGaugeColor(23,0,0,0,0) --target mini icon
       hu.setHUDGaugeColor(19,0,0,0,0) --threat gauge
       hu.setHUDGaugeColor( 6,0,0,0,0) --throttle gauge
       hu.setHUDGaugeColor(20,0,0,0,0) --afterburner energy
       hu.setHUDGaugeColor(21,0,0,0,0) --weapons energy
       -- then replace them
       gaugey = math.floor(.6*scr_height)
       gr.setColor(200, 200, 0, 100)
       energy_fraction = plr.WeaponEnergyLeft/plr.WeaponEnergyLeft
       gr.drawRectangle(0, gaugey+1, 100*energy_fraction, gaugey+9)

       burn_fraction = plr.AfterburnerFuelLeft/plr.AfterburnerFuelMax
       gr.drawRectangle(0, gaugey+11, 100*burn_fraction, gaugey+19)
       speed = math.floor(plr.Physics:getForwardSpeed()+.5)
       gr.drawString(speed, 100, gaugey+11)
       if plr.PrimaryTriggerDown then
  gr.setColor(100, 0, 0, 64)
  gr.drawCircle(5, 105, gaugey+5)
       end

       -- make aim indicators
       vec300 = ba.createVector(0,0,300)
       vec1000 = ba.createVector(0,0,1000)
       aim300 = plr.Position + plr.Orientation:unrotateVector(vec300)
       aim1000 = plr.Position + plr.Orientation:unrotateVector(vec1000)
       x,y = aim1000:getScreenCoords()
       gr.setColor(150,150,150,150)
       if x ~= nil and x ~= false then
  gr.drawLine(x+4,y+4,x-4,y-4)
  gr.drawLine(x+4,y-4,x-4,y+4)
       end
       x,y = aim300:getScreenCoords()
       if x ~= nil and x ~= false then
  gr.drawRectangle(x-6,y-6,x+6,y+6,false)
       end

       -- now tell the hud to draw
       hu.HUDDrawn = true
       debugfile:write("5")
       debugfile:flush()
    end
end
      end
   else
      end_of_pause = true
   end
end

]

$Application: FS2_Open
$On Mission End:

[

boolscriptmouse = false
ba.setControlMode(NORMAL_CONTROLS)
if mouse_reset_on_end == true then
   io.MouseControlStatus = true
end

]

#End

 
Re: hate how the mouse works? have i got the script for you!
Scratch my previous question - I just took the tbm out from one of the blue planet vps and added it to my other mod directories. The velocity indicator is mine!
"Do you plunder?"
"I have been known to plunder..."
"I refer ye t' darkstar one, one o' th' newer big budget spacers - it's lack o' variety were bein' insultin', an' th' mechanics weren't polished at all.  Every time a title like wot comes out, it pushes th' return o' th' space shooter genre further down th' sea." - Talk like a pirate day '09
"Hope for the best, expect the worst." -Heinlein

 

Offline Commander Zane

  • 212
  • Spoot Knight of Anvils
Re: hate how the mouse works? have i got the script for you!
I'm not 100% sure how to get this script set up to play around with, I have one of the earlier ones on my folder so I have stuff like the .cfg and a .tbm, or perhaps I'm just not noticing what's supposed to change. Could someone who uses the script give me a comparison of how the ship flies?

Edit: Before someone tries quoting the Privateer 2 post, I haven't played that so I don't know what that's like.

 
Re: hate how the mouse works? have i got the script for you!
OK!  I have this working properly now.  It's responsive, stable, and good enough to shoot down Maras with HL-7s on a Medusa.  But not quite good enough to shoot down Dragons with HL-7s on a HercII (actually, i probably could of gotten him if I'd waited around long enough.  Also gotten killed.  You know you're expected to jump out when the game spawns 6 Dragons on top of you.)

Code: [Select]
#Conditional Hooks

$Application: FS2_Open
$On Mission Start:

[

-- couple of functions to make things go easier
function find_after_keyword(line_to_parse, keyword)

   -- make sure both strings are in lower case
   line_to_parse = line_to_parse:lower()
   keyword = keyword:lower()

   -- find any instances of the keyword
   key_s, key_e = line_to_parse:find(keyword)

   -- if we cant find a thing
   if key_s == nil then
      return nil
   end

   result = line_to_parse:match("%d+", e_key)
   return tonumber(result)
end

function find_4_numbers_after_keyword(line_to_parse, keyword)

   -- make sure both strings are in lower case
   line_to_parse = line_to_parse:lower()
   keyword = keyword:lower()

   -- find any instances of the keyword
   key_s, key_e = line_to_parse:find(keyword)

   -- if we cant find a thing
   if key_s == nil then
      return nil
   end

   -- make sure r is an array
   r = {}
   i = 1

   -- stuff the array
   for p in line_to_parse:gmatch("%d+") do
      r[i] = p
      r[i] = tonumber(r[i])
      if r[i] > 255 then
         r[i] = 255
      elseif r[i] < 0 then
         r[i] = 0
      end
      i = i + 1
   end
   return r
end

function parse_mousefile_line(line_to_parse, mousefile)
   -- check for sensitivity
   if mousesensitivity == nil then
      mousesensitivity = find_after_keyword(line_to_parse, "Sensitivity:")
      if mousesensitivity ~= nil then
         if mousesensitivity < 100 then
            mousesensitivity = 100
         elseif mousesensitivity > 600 then
            mousesensitivity = 600
         end
      end
   -- if we already have sensitivity, check for sensitivity curve
   elseif mousesensitivitymode == nil then
      mousesensitivitymode = find_after_keyword(line_to_parse, "Sensitivity Curve:")
      if mousesensitivitymode ~= nil then
         if mousesensitivitymode < 0 then
            mousesensitivitymode = 1
         elseif mousesensitivitymode > 6 then
            mousesensitivitymode = 6
         end
      end
   -- if we have all the above, go for control mode
   elseif mousecontrolmode == nil then
      mousecontrolmode = find_after_keyword(line_to_parse, "Control Mode:")
   -- if we have all the above, go for deadzone
   elseif mousedeadzone == nil then
      mousedeadzone = find_after_keyword(line_to_parse, "Deadzone:")
      if mousedeadzone ~= nil then
         if mousedeadzone < 0 then
            mousedeadzone = 0
         end
      end
   -- if we have all the above, go for mouse invert
   elseif mouseinvert == nil then
      mouseinvert = find_after_keyword(line_to_parse, "Mouse Invert:")
      if mouseinvert ~= 1 then
         mouseinvert = 0
      end
   -- if we have all the above, go for mouse boundaries
   elseif mouseboundaries == nil then
      mouseboundaries = find_after_keyword(line_to_parse, "Boundary Limit:")
   -- if we have all the above, go for mouse colors
   elseif mousecolor == nil then
      mousecolors = find_4_numbers_after_keyword(line_to_parse, "Indicator Color:")
   -- all found - set the position to end of file
   else
      mousefile:seek("end")
   end
end

-----------------------------------------------------------------------
-- check if the file containing mouse references exists
-----------------------------------------------------------------------
filename_mouse = "mouse_script.cfg"
boolmousefileOK = cf.fileExists(filename_mouse, "data/", false)
boolscriptmouse = false

-- if file exists
if boolmousefileOK then
   -- reset all the variables to nil
   mousesensitivity = nil
   mousesensitivitymode = nil
   mousecontrolmode = nil
   mousedeadzone = nil
   mouseinvert = nil
   mouseboundaries = nil
   mousecolor = nil
   mousecolors = {}

   -- open the file in read only mode
   mousefile = cf.openFile(filename_mouse, "r", "data/")

   -- pick first line
   new_line = mousefile:read("*l")

   while new_line ~= nil do
      -- parse line and then jump on to the next line until end of file
      parse_mousefile_line(new_line,mousefile)
      new_line = mousefile:read("*l")
   end

   -- all data read.. time to close the file
   mousefile:close()

   -- if these three were found from the cfg file...
   if mousesensitivity and mousesensitivitymode and mousecontrolmode then

      -- set script to actually run, allow lua to override c coded controls
      boolscriptmouse = true
      ba.setControlMode(LUA_FULL_CONTROLS)

      -- make sure we have a number in deadzone var and not nil
      if mousedeadzone == nil then
         mousedeadzone = 0
      end

      -- define some variables
      mouse_reset_counter = nil
      missiontime_old = 0
      missiontime = nil

      -- if mouse invert was set to true, then invert the mouse (set it to '-1')
      -- otherwise define the multiplier as '1'
      if mouseinvert == 1 then
         mouseinvert = -1
      else
         mouseinvert = 1
      end

      -- check if boundaries are valid
      if mouseboundaries == nil then
         mouseboundaries = 1
      end

      -- check that defined control area is not larger than the actual area which can be controlled
      local max_limits
      max_limits = mousesensitivity * 2 + mousedeadzone * 2 + 10
      scr_width = gr.getScreenWidth()
      scr_height = gr.getScreenHeight()
      if max_limits > scr_width or max_limits > scr_height then
         ba.warning("Mouse control area defined to be larger than the window size, please resize")
      end

      --setup mouse bitmap
      mouse_bm = gr.loadTexture("mouse_ret_2.dds", true)
      if mouse_bm:isValid() then
         no_bitmap = false
         mouse_bm_w = mouse_bm:getWidth() / 2
         mouse_bm_h = mouse_bm:getHeight() / 2
      else
         no_bitmap = true
      end
   else
      ba.warning("Scripted mouse's init failed")
   end
else
   ba.warning("File '" .. filename_mouse .."' not found")
end

]

$Application: FS2_Open
$State: GS_STATE_GAME_PLAY
$On Frame:

[

------------------------
------ functions -------
------------------------
function mouse_control_A(value, centervalue, axis)
   -- get the actual difference from centerpoint
   delta = value - centervalue

   -- default multiplier to +1
   multiplier = 1

   -- if we are handling negative values set multiplier to -1
   -- and make sure we deal only with positive values
   if delta < 0 then
      multiplier = -1
      delta = math.abs(delta)
   end

   -- deduct deadzone from the delta
   delta = delta - mousedeadzone
   if delta < 0 then
      delta = 0
   end

   -- scale delta from 0 to 1 according to defined sensitivity
   delta = delta / mousesensitivity
   if delta > 1 then
      delta = 1
   end

   -- if we do not have extreme values
   -- apply the defined sensitivity curve
   if (delta > 0) and (delta < 1) then
      delta = math.pow(delta, mousesensitivitymode)
   end

   -- apply the multiplier
   delta = delta * multiplier

   return delta
end
------------------------
function do_boundaries_check(limit)
   f_mouse_x = nil
   f_mouse_y = nil

   -- do we go over width limits
   if mouse_x <= limit then
      f_mouse_x = limit
   elseif mouse_x >= (scr_width - limit) then
      f_mouse_x = scr_width - limit
   end

   -- do we go over height limits
   if mouse_y <= limit then
      f_mouse_y = limit
   elseif mouse_y >= (scr_height - limit) then
      f_mouse_y = scr_height - limit
   end

   -- reset the cursor to the nearest boundary
   if f_mouse_x ~= nil or f_mouse_y ~= nil then
      if f_mouse_x and f_mouse_y then
         io.forceMousePosition(f_mouse_x, f_mouse_y)
      elseif f_mouse_x then
         io.forceMousePosition(f_mouse_x, mouse_y)
      else
         io.forceMousePosition(mouse_x, f_mouse_y)
      end
   end
end
------------------------
--- end of functions ---
------------------------

if boolscriptmouse == true then
   -- check for center button reset...
   if mouse_reset_counter == nil then
      mouse_center_x = io.getMouseX()
      mouse_center_y = io.getMouseY()
      mouse_reset_counter = 0
   end

   -- get frametime (used to increment the timer)
   frametime = ba.getFrametime()

   -- make sure missiontime and old missiontime exist
   if missiontime ~= nil then
      missiontime_old = missiontime
   end
   missiontime = mn.getMissionTime()

   -- if the setting changes make sure to reset it to false
   if io.MouseControlStatus == true then
      mouse_reset_on_end = true
      io.MouseControlStatus = false
   end

   -- check if missiontime is actually running or not
   if missiontime ~= missiontime_old then

      -- after pause ends (ie. missiontime starts running again)
      -- reset the mouse to the center
      if end_of_pause == true then
         io.forceMousePosition(mouse_center_x, mouse_center_y)
         end_of_pause = nil
      end

      -- increment the center mouse button down counter
      if io.isMouseButtonDown(MOUSE_MIDDLE_BUTTON) then
         mouse_reset_counter = mouse_reset_counter + frametime
      else
         mouse_reset_counter = 0
      end

      -- if center mouse button has been pressed long enough
      -- reset the mouse
      if mouse_reset_counter > 0.1 then
         io.forceMousePosition(mouse_center_x, mouse_center_y)
         mouse_reset_counter = 0
      end

      -- get control values
      mouse_x = io.getMouseX()
      mouse_y = io.getMouseY()
      controls = ba.getControlInfo()

      if mousecontrolmode == 1 or mousecontrolmode == 2 then

         -- make sure we aint gonna go off the boundaries...
         do_boundaries_check(mouseboundaries)
         -- end of boundaries check

if mousecontrolmode == 1 then
    -- get the actual control values
    current_h = mouse_control_A(mouse_x, mouse_center_x, "x")
    current_p = mouseinvert * mouse_control_A(mouse_y, mouse_center_y, "y")
   
    -- increment, not replace the existing values
    controls.Heading = current_h + controls.Heading
    controls.Pitch = current_p + controls.Pitch

    -- get draw position
    center_x = scr_width / 2
    center_y = scr_height / 2
    drawpos_x = center_x + (current_h * 300)
    drawpos_y = center_y + (current_p * 300)
    -- define the color of the cursor
    if mousecolors == nil then
       gr.setColor(0,64,220,196)
    else
       gr.setColor(mousecolors[1],mousecolors[2],mousecolors[3],mousecolors[4])
    end
   
    -- draw cursor
    if no_bitmap == true then
       gr.drawGradientLine(drawpos_x, drawpos_y, drawpos_x + 20, drawpos_y - 20)
       gr.drawGradientLine(drawpos_x, drawpos_y, drawpos_x - 20, drawpos_y + 20)
       gr.drawGradientLine(drawpos_x, drawpos_y, drawpos_x + 20, drawpos_y + 20)
       gr.drawGradientLine(drawpos_x, drawpos_y, drawpos_x - 20, drawpos_y - 20)
    else
       gr.drawMonochromeImage(mouse_bm, drawpos_x - mouse_bm_w, drawpos_y - mouse_bm_h, drawpos_x + mouse_bm_w, drawpos_y + mouse_bm_h)
    end
   
end

if mousecontrolmode == 2 then --airquake mouse mode
    if inited == nil then
       plr = hv.Player
       cpos = plr.Position + plr.Orientation:rotateVector( ba.createVector(0,-15,-75) )
       ccam = gr.createCamera("ccam", cpos, plr.Orientation)
       gr.setCamera(ccam)
       inited = true
    end
    if inited == true then
       -- the documentation says getVectorFromCoords gives you a normal
       -- vector, but the code says it's a normal vector + camera pos
       wanted_dir = gr.getVectorFromCoords(mouse_x, mouse_y) - cpos
       
       -- camera alway points towards where the mouse is
       -- just like any other first-person shoter
       delta = ccam.Orientation:rotateVector(wanted_dir):getOrientation()
       ccam:setOrientation(ccam.Orientation*delta)
       io.forceMousePosition(scr_width/2, scr_height/2)
       cpos = plr.Position + ccam.Orientation:unrotateVector( ba.createVector(0,15,-50) )
       ccam:setPosition(cpos)
       
       gr.setColor(255,255,255)

       -- now let's try to make the player point the same direction
       local_wanted_dir = plr.Orientation:rotateVector(wanted_dir)
       local_wanted_dir = local_wanted_dir / local_wanted_dir:getMagnitude()
       -- compute the cross product with <0,0,1> by hand
       xdiff = local_wanted_dir.y
       ydiff = -local_wanted_dir.x
       -- the magnitude of the cross product is the sine of angle between the vectors
       theta = math.asin(math.sqrt(xdiff*xdiff + ydiff+ydiff))
       costheta = local_wanted_dir.z -- this was the dot product with <0,0,1>
       -- these are needed for everything that follows
       rotvel = plr.Physics.RotationalVelocity
       rvx = rotvel.x
       rvy = rotvel.y
       if costheta < 0 then
  -- obtuse angle between camera and ship forward
  if theta == 0 then
     -- pointing in the exact opposite direction
     -- so, go in the direction that we're already rotating, fast
     -- if we're not rotating, start as quickly as possible
     rvr = math.sqrt(rvx*rvx + rvy*rvy)
     if rvr == 0 then
controls.Heading = 1
controls.Pitch = 1
     else
controls.Heading = 5*rvy
controls.Pitch = 5*rvx
     end
  else
     controls.Heading = -5*ydiff
     controls.Pitch = -5*xdiff
  end
       else
  -- ok, heres some theory to explain what happens next
  -- next frame's rotvel is calculated as
  -- apply_physics( rotdamp, pi->desired_rotvel.xyz.x,
  --                pi->rotvel.xyz.x, sim_time,
  --                &new_vel.xyz.x, NULL );
  -- controls.Heading and controls.Pitch can have
  -- values between -1 and 1, from which desired_rotvel
  -- is calculated as that number times the maximum
  -- rotational speed around the axis in question.
  -- rotdamp is a single scalar that determines how fast
  -- rotvel becomes desired_rotvel by exponential decay:
  -- (rotvel - desired_rotvel)*exp(-frametime/rotdamp)
  maxrv = plr.Physics.RotationalVelocityMax
  maxrvx = maxrv.x
  maxrvy = maxrv.y
  rotdamp = plr.Physics.RotationalVelocityDamping
  frametime = ba.getFrametime()
  gr.drawString(1/frametime, 0, 0)

  -- we need the sign of these for later calculations
  if rvx < 0 then
     rvxs = -1
  else
     rvxs = 1
  end
  if rvy < 0 then
     rvys = -1
  else
     rvys = 1
  end

  if xdiff < 0 then
     xsign = -1
  else
     if xdiff > 0 then
xsign = 1
     else
xsign = 0
     end
  end
  if ydiff < 0 then
     ysign = -1
  else
     if ydiff > 0 then
ysign = 1
     else
ysign = 0
     end
  end


  -- the angle is the inverse sine of the cross product
  xangle = math.asin(xdiff)
  yangle = math.asin(ydiff)
 
  -- how quickly can we stop by applying full reverse?
  timeto0x = rotdamp*math.log(-rvxs*maxrvx/(-rvxs*maxrvx+rvx))
  timeto0y = rotdamp*math.log(-rvys*maxrvy/(-rvys*maxrvy+rvy))
 
  -- how far do we go until we stop
  -- integral of rotational velocity from now until timeto0x from now
  -- assuming full acceleration against the direction we're going in
  angleto0x = -rvxs*maxrvx*timeto0x + rotdamp*(-rvxs*maxrvx*timeto0x-rvx)*(math.exp(-timeto0x/rotdamp)-1)
  angleto0y = -rvys*maxrvy*timeto0y + rotdamp*(-rvys*maxrvy*timeto0y-rvy)*(math.exp(-timeto0y/rotdamp)-1)


  -- rotate unless we're going to overshoot
  -- if so, stop rotating as quickly as possible
  xfactor = math.exp(-frametime/rotdamp)
  if yangle*ysign > angleto0y*ysign then
     controls.Heading = -ysign
  else
     forceto0 = rvy*xfactor/(1-xfactor) / maxrvy
     controls.Heading = -forceto0
  end
  if xangle*xsign > angleto0x*xsign then
     controls.Pitch = -xsign
  else
     forceto0 = rvx*xfactor/(1-xfactor) / maxrvx
     controls.Pitch = -forceto0
  end
       end


       -- now ensure that the ship is banked correctly
       -- in the future, this should capture whatever keys the player
       -- uses to bank and adjust the camera first with them
       up = ba.createVector(0,1,0)
       camup = ccam.Orientation:rotateVector(up)
       plrup = plr.Orientation:rotateVector(up)
       should_be_forward = camup:getCrossProduct(plrup)
       controls.Bank = should_be_forward.z

       -- lastly, fix the HUD
       -- first kill the annoying gauges
       hu.setHUDGaugeColor( 9,0,0,0,0) --reticle center
       hu.setHUDGaugeColor(23,0,0,0,0) --target mini icon
       hu.setHUDGaugeColor(19,0,0,0,0) --threat gauge
       hu.setHUDGaugeColor( 6,0,0,0,0) --throttle gauge
       hu.setHUDGaugeColor(20,0,0,0,0) --afterburner energy
       hu.setHUDGaugeColor(21,0,0,0,0) --weapons energy
       -- then replace them
       gaugey = math.floor(.6*scr_height)
       gr.setColor(200, 200, 0, 100)
       energy_fraction = plr.WeaponEnergyLeft/plr.WeaponEnergyLeft
       gr.drawRectangle(0, gaugey+1, 100*energy_fraction, gaugey+9)

       burn_fraction = plr.AfterburnerFuelLeft/plr.AfterburnerFuelMax
       gr.drawRectangle(0, gaugey+11, 100*burn_fraction, gaugey+19)
       speed = math.floor(plr.Physics:getForwardSpeed()+.5)
       gr.drawString(speed, 100, gaugey+11)
       if plr.PrimaryTriggerDown then
  gr.setColor(100, 0, 0, 64)
  gr.drawCircle(5, 105, gaugey+5)
       end

       -- make aim indicators
       vec300 = ba.createVector(0,0,300)
       vec1000 = ba.createVector(0,0,1000)
       aim300 = plr.Position + plr.Orientation:unrotateVector(vec300)
       aim1000 = plr.Position + plr.Orientation:unrotateVector(vec1000)
       x,y = aim1000:getScreenCoords()
       gr.setColor(150,150,150,150)
       if x ~= nil and x ~= false then
  gr.drawLine(x+4,y+4,x-4,y-4)
  gr.drawLine(x+4,y-4,x-4,y+4)
       end
       x,y = aim300:getScreenCoords()
       if x ~= nil and x ~= false then
  gr.drawRectangle(x-6,y-6,x+6,y+6,false)
       end

       -- now tell the hud to draw
       hu.HUDDrawn = true
    end
end
      end
   else
      end_of_pause = true
   end
end

]

$Application: FS2_Open
$On Mission End:

[

boolscriptmouse = false
ba.setControlMode(NORMAL_CONTROLS)
if mouse_reset_on_end == true then
   io.MouseControlStatus = true
end
if mousecontrolmode == 2 then
   inited = nil
end

]

#End

 
Re: hate how the mouse works? have i got the script for you!
To install this script, all you need to do is create a new folder in your fs2 folder, call it like aqmouse or something, then put a new folder in that called data, and a folder in that called tables, and finally put the following code in a file called aqmouse-sct.tbm or something.  To use this script, launch fs2 as usual, but include aqmouse or whatever you called the folder in your -mod directive.

Here's the current version:
Code: [Select]
#Conditional Hooks

$Application: FS2_Open
$On Mission Start:

[

ba.setControlMode(LUA_FULL_CONTROLS)
inited = false
function sign(n)
   if n>0 then
      return 1
   else
      if n<0 then
return -1
      else
return 0
      end
   end
end

function signpositive0(n)
   if n >= 0 then
      return 1
   else
      return 0
   end
end

debugmode = false

]

$Application: FS2_Open
$State: GS_STATE_GAME_PLAY
$On Frame:

[

if true then
   -- check for center button reset...
   if mouse_reset_counter == nil then
      mouse_center_x = io.getMouseX()
      mouse_center_y = io.getMouseY()
      mouse_reset_counter = 0
   end

   -- get frametime (used to increment the timer)
   frametime = ba.getFrametime()

   -- make sure missiontime and old missiontime exist
   if missiontime ~= nil then
      missiontime_old = missiontime
   end
   missiontime = mn.getMissionTime()

   -- if the setting changes make sure to reset it to false
   if io.MouseControlStatus == true then
      mouse_reset_on_end = true
      io.MouseControlStatus = false
   end

   -- check if missiontime is actually running or not
   if missiontime ~= missiontime_old then

      -- after pause ends (ie. missiontime starts running again)
      -- reset the mouse to the center
      if end_of_pause == true then
         io.forceMousePosition(mouse_center_x, mouse_center_y)
         end_of_pause = nil
      end

      -- get control values
      mouse_x = io.getMouseX()
      mouse_y = io.getMouseY()
      controls = ba.getControlInfo()
     
      if not inited then
plr = hv.Player
cpos = plr.Position + plr.Orientation:rotateVector( ba.createVector(0,-15,-75) )
ccam = gr.createCamera("ccam", cpos, plr.Orientation)
gr.setCamera(ccam)
inited = true
scr_width = gr.getScreenWidth()
scr_height = gr.getScreenHeight()
      end
      if inited then
-- the documentation says getVectorFromCoords gives you a normal
-- vector, but the code says it's a normal vector + camera pos
wanted_dir = gr.getVectorFromCoords(mouse_x, mouse_y) - cpos
       
-- camera alway points towards where the mouse is
-- just like any other first-person shoter
delta = ccam.Orientation:rotateVector(wanted_dir):getOrientation()
ccam:setOrientation(ccam.Orientation*delta)
io.forceMousePosition(scr_width/2, scr_height/2)
         clocate = ba.createVector(0,15,-50)
cpos = plr.Position + ccam.Orientation:unrotateVector(clocate)
ccam:setPosition(cpos)

gr.setColor(255,255,255)

-- now let's try to make the player point the same direction
local_wanted_dir = plr.Orientation:rotateVector(wanted_dir)
local_wanted_dir = local_wanted_dir / local_wanted_dir:getMagnitude()
-- compute the cross product with <0,0,1> by hand
xdiff = local_wanted_dir.y
ydiff = -local_wanted_dir.x
-- the magnitude of the cross product is the sine of angle between the vectors
theta = math.asin(math.sqrt(xdiff*xdiff + ydiff+ydiff))
costheta = local_wanted_dir.z -- this was the dot product with <0,0,1>
-- these are needed for everything that follows
rotvel = plr.Physics.RotationalVelocity
rvx = rotvel.x
rvy = rotvel.y
if costheta < 0 then
    -- obtuse angle between camera and ship forward
    if theta == 0 then
       -- pointing in the exact opposite direction
       -- so, go in the direction that we're already rotating, fast
       -- if we're not rotating, start as quickly as possible
       rvr = math.sqrt(rvx*rvx + rvy*rvy)
       if rvr == 0 then
  controls.Heading = 1
  controls.Pitch = 1
       else
  controls.Heading = 5*rvy
  controls.Pitch = 5*rvx
       end
    else
       controls.Heading = -5*ydiff
       controls.Pitch = -5*xdiff
    end
else
    -- ok, heres some theory to explain what happens next
    -- next frame's rotvel is calculated as
    -- apply_physics( rotdamp, pi->desired_rotvel.xyz.x,
    --                pi->rotvel.xyz.x, sim_time,
    --                &new_vel.xyz.x, NULL );
    -- controls.Heading and controls.Pitch can have
    -- values between -1 and 1, from which desired_rotvel
    -- is calculated as that number times the maximum
    -- rotational speed around the axis in question.
    -- rotdamp is a single scalar that determines how fast
    -- rotvel becomes desired_rotvel by exponential decay:
    -- (rotvel - desired_rotvel)*exp(-frametime/rotdamp)
    maxrv = plr.Physics.RotationalVelocityMax
    maxrvx = maxrv.x
    maxrvy = maxrv.y
    rotdamp = plr.Physics.RotationalVelocityDamping
    frametime = ba.getFrametime()
    gr.drawString(1/frametime, 0, 0)
   
    -- we need the sign of these for later calculations
    rvxs = sign(rvx)
    rvys = sign(rvy)
    xsign = sign(xdiff)
    ysign = sign(ydiff)
   
    -- the angle is the inverse sine of the cross product
    xangle = math.asin(xdiff)
    yangle = math.asin(ydiff)

    -- how quickly can we stop by applying full reverse?
    timeto0x = rotdamp*math.log(-rvxs*maxrvx/(-rvxs*maxrvx+rvx))
    timeto0y = rotdamp*math.log(-rvys*maxrvy/(-rvys*maxrvy+rvy))

    -- x ~= x is how you check for NaN in lua
    -- we will get NaN as math.log(0) when rvx == 0, so rvxs == 0
    if timeto0x ~= timeto0x then
       timeto0x = 0
    end
    if timeto0y ~= timeto0y then
       timeto0y = 0
    end

    -- how far do we go until we stop
    -- integral of rotational velocity from now until timeto0x from now
    -- assuming full acceleration against the direction we're going in
    angleto0x = -rvxs*maxrvx*timeto0x + rotdamp*(-rvxs*maxrvx*timeto0x-rvx)*(math.exp(-timeto0x/rotdamp)-1)
    angleto0y = -rvys*maxrvy*timeto0y + rotdamp*(-rvys*maxrvy*timeto0y-rvy)*(math.exp(-timeto0y/rotdamp)-1)
   
    if debugmode then
       gr.drawString(yangle, 300,300)
       gr.drawString(timeto0y, 200, 310)
       gr.drawString(angleto0y, 300, 310)
    end
    -- calculate how fast to rotate
    xfactor = math.exp(-frametime/rotdamp)
    if yangle*ysign > angleto0y*ysign then
       controls.Heading = -(rvy - (yangle-rvy*frametime)/(rotdamp*(xfactor-1)))/maxrvy
       if debugmode then
  gr.drawString(controls.Heading, 300,320)
       end
    else
       forceto0 = rvy*xfactor/(1-xfactor) / maxrvy
       controls.Heading = -forceto0
       if debugmode then
  gr.drawString(controls.Heading, 300, 320)
       end
    end
    if xangle*xsign > angleto0x*xsign then
       controls.Pitch = -(rvx - (xangle-rvx*frametime)/(rotdamp*(xfactor-1)))/maxrvx
    else
       forceto0 = rvx*xfactor/(1-xfactor) / maxrvx
       controls.Pitch = -forceto0
    end
end


-- now ensure that the ship is banked correctly
-- in the future, this should capture whatever keys the player
-- uses to bank and adjust the camera first with them
up = ba.createVector(0,1,0)
camup = ccam.Orientation:rotateVector(up)
plrup = plr.Orientation:rotateVector(up)
should_be_forward = camup:getCrossProduct(plrup)
controls.Bank = should_be_forward.z

-- lastly, fix the HUD
-- first kill the annoying gauges
hu.setHUDGaugeColor( 9,0,0,0,0) --reticle center
hu.setHUDGaugeColor(23,0,0,0,0) --target mini icon
hu.setHUDGaugeColor(19,0,0,0,0) --threat gauge
hu.setHUDGaugeColor( 6,0,0,0,0) --throttle gauge
hu.setHUDGaugeColor(20,0,0,0,0) --afterburner energy
hu.setHUDGaugeColor(21,0,0,0,0) --weapons energy
-- then replace them
gaugey = math.floor(.6*scr_height)
gr.setColor(200, 200, 0, 100)
energy_fraction = plr.WeaponEnergyLeft/plr.WeaponEnergyMax
gr.drawRectangle(0, gaugey+1, 100*energy_fraction, gaugey+9)

burn_fraction = plr.AfterburnerFuelLeft/plr.AfterburnerFuelMax
gr.drawRectangle(0, gaugey+11, 100*burn_fraction, gaugey+19)
speed = math.floor(plr.Physics:getForwardSpeed()+.5)
gr.drawString(speed, 100, gaugey+11)
if plr.PrimaryTriggerDown then
    gr.setColor(100, 0, 0, 64)
    gr.drawCircle(5, 105, gaugey+5)
end

-- make aim indicators
vec100 = ba.createVector(0,0,100)
vec300 = ba.createVector(0,0,300)
vec1000 = ba.createVector(0,0,1000)
aim100 = plr.Position + plr.Orientation:unrotateVector(vec100)
aim300 = plr.Position + plr.Orientation:unrotateVector(vec300)
aim1000 = plr.Position + plr.Orientation:unrotateVector(vec1000)
x,y = aim1000:getScreenCoords()
gr.setColor(150,150,150,150)
if x ~= nil and x ~= false then
    gr.drawLine(x+4,y+4,x-4,y-4)
    gr.drawLine(x+4,y-4,x-4,y+4)
end
x,y = aim300:getScreenCoords()
if x ~= nil and x ~= false then
    gr.drawRectangle(x-6,y-6,x+6,y+6,false)
end
x,y = aim100:getScreenCoords()
if x ~= nil and x ~= false then
    gr.drawLine(x-9,y-9,x-6,y-9,false)
    gr.drawLine(x-9,y-9,x-9,y-6,false)
    gr.drawLine(x-9,y+9,x-6,y+9,false)
    gr.drawLine(x-9,y+9,x-9,y+6,false)
    gr.drawLine(x+9,y-9,x+6,y-9,false)
    gr.drawLine(x+9,y-9,x+9,y-6,false)
    gr.drawLine(x+9,y+9,x+6,y+9,false)
    gr.drawLine(x+9,y+9,x+9,y+6,false)
end

-- now tell the hud to draw
hu.HUDDrawn = true
      end
   else
      end_of_pause = true
   end
end

]

$Application: FS2_Open
$On Mission End:

[

boolscriptmouse = false
ba.setControlMode(NORMAL_CONTROLS)
if mouse_reset_on_end == true then
   io.MouseControlStatus = true
end
inited = false -- this line should not be needed

]

#End

Good luck and happy hunting.