Author Topic: I found a new use for the track ir...turret control!  (Read 4287 times)

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Offline Nuke

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I found a new use for the track ir...turret control!
il just let the video do the talking.
http://www.youtube.com/watch?v=rlo2hHlNIZk
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.

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Re: I found a new use for the track ir...turret control!
So... it's the reticle moving around the screen? i don't get it.  :confused:
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Offline boewolf

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Re: I found a new use for the track ir...turret control!
It just looks strange to me...  why would you want the reticle moving like that?

 

Offline Alan Bolte

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Re: I found a new use for the track ir...turret control!
Looks like the HUD stays with the direction the ship is pointing, while a separate targeting reticule remains in the center of the screen. That does seem a bit awkward. Perhaps it would be better to leave a reticule for the fixed guns, and keep the rest of the HUD in the center of the screen. It's a cool use for track ir though.
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Offline Nuke

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Re: I found a new use for the track ir...turret control!
the point is you can fire where you look.

the turret reticle could use some work though. as you look around the position of the turret gons move in relation to the view. the turrets follow a point in space projected through the screen center out to the range of the target or 10000 meters, if no target is selected. i then use a blank weapon that has the same properties as the one on the turrets, minus the life time and damage values. if the script finds a weapon belonging to you that is of the right name, then it calls fireWeapon() on that turret.
« Last Edit: April 30, 2008, 01:57:26 pm by Nuke »
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.

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Offline achtung

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Re: I found a new use for the track ir...turret control!
Very neat.
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Re: I found a new use for the track ir...turret control!
neat-o... but how can this be used?
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Re: I found a new use for the track ir...turret control!
Would it be possible to make a multiplayer mode where one player controls the turret and another player controls the ship?

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Re: I found a new use for the track ir...turret control!
does anyone even play multiplayer anymore?
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Offline Droid803

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Re: I found a new use for the track ir...turret control!
Yes, apparently. Check the multiplayer forum.
Coop play with this (or capship control) would be amazing. Multiple players pile onto a Deimos, and go on a shooting spree, each player getting a turret or two (since manning a Piranha turret is no fun).
(´・ω・`)
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Re: I found a new use for the track ir...turret control!
And the pilot can occasionally call a broadside (like in that stupid pirates online game) that shorts out the engines for a min, but unleashes every turret's fire power on the nearest enemy cap ship.
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Offline colecampbell666

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Re: I found a new use for the track ir...turret control!
(like in that stupid pirates online game)
You mean this stupid pirates online game?
Gettin' back to dodgin' lasers.

 

Offline Nuke

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Re: I found a new use for the track ir...turret control!
its amazing how a good idea can fly over so many heads
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.

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Offline colecampbell666

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Re: I found a new use for the track ir...turret control!
Oh I think it's cool, myself.
Gettin' back to dodgin' lasers.

 
Re: I found a new use for the track ir...turret control!
im not sure i understand
does it act as a simulation for semi-newtonian physics?

 

Offline --Steve-O--

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Re: I found a new use for the track ir...turret control!
this would be awsome for like a chin mounted turret on a fighter, or tail gun. i do miss that little feature from the WC series. but yeah, chin gun. i like how that looks in my head (honestly for a second i pictured Peter Griffin with a machine gun hanging off his chin...dear god im loosing it), nice way to bolster fire power and not have to rely on ai control of turrets all the time. yeah...this can be fun.
"And so they dwelled in filth, on worlds made of dirt and feces, and there they lay until they stumbled into the skies." --the Mad Prophet

 

Offline Nuke

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Re: I found a new use for the track ir...turret control!
im not sure i understand
does it act as a simulation for semi-newtonian physics?

*wooosh!"
:D

im essentially killing shivans by looking at them
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 colecampbell666

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Re: I found a new use for the track ir...turret control!
How can't people see that? I got it from the thread title, even.
Gettin' back to dodgin' lasers.

 

Offline Nuke

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Re: I found a new use for the track ir...turret control!
i know, i've been really disappointed with the modding board lately.
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 Flaser

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Re: I found a new use for the track ir...turret control!
Excellent work! This will be really useful for finally creating that elusive gunship class.

I got an couple of ideas on improving the user interface:

The basic idea is look-and-shoot. The turrets aim where you look. The problem is, where you look is actual a point in space, and this could be anywhere from the tip of your nose to the next galaxy.

So we need to tell the guns the range of where you look and vice-versa tell the player where the guns aim.

(Your "ghostgun" does a very clever range calculation.  However I have a feeling this data would be also available from the targeting code that generates the shooting reticle, so a code modification - or hook just for your script - would be more than justified in this case).

What we need is a visual cue. The set of cross-hairs should be scaled according to the range (from the ship) the guns bear on. If this crosshair is the size of the average target (fighter for instance) then when you slew your view onto a target you will be assured a hit when it "boxes" the bogey.

If we want to simulate an actual "lock-up" (which would also be handy as it leaves us time to do a ghost-shot) a different reticle should be displayed while calculating range. So we have a reticle scaled to infinity without a target, a lock-up reticle, and finally an appropriately scaled reticle. This creates a "flashlight" effect, so the player will immediately feel when he has something in his sights.

To simulate turrets without infinite tracking speed a different set of cross-hairs could be actually rendered for the guns themselves. This set of cross-hairs should always point at the point where the guns are actually aiming. So by waiting until the second set catches up you can tell the player whether the guns are locked up or not.

If you're firing ballistic (ergo not hitscan) ammunition, the same code could be used to generate a set of similar crosshairs for a set of ranges so they would give the player a bullet trajectory. This could also be done on a per turret basis, so widely spaced turrets could also be visualized.

Finally the code could be combined with the convergence code - as far as I see it already is in a matter of speaking, since the turrets "auto converge". In a primitive setting - or at a CIC type gamplay - one could set the conversion or target range. By doing so with the mouswheel and with the above visual cues we have a fast and entertaining gameplay.
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