Here is my current itteration, could probably use some work.

Displays along the upper-left bracket (on the inside) the following:

Ship Name

Ship Class

Hitpoints (based on percentage like the targeting information)

Distance.

The distance part could use the most help, as I want it to return the same distance as the standard targeting box (bottom left) but I haven't figured it out yet.

The -- lines are a different way of achieving distance calculations and would be used together (place a -- for the currently active line!)

`#Conditional Hooks`

$Application: FS2_Open

$On Game Init:

[

drawReticle = function(ship)

if ship.Team.Name == "Hostile" then gr.setColor(255,50,50,255)

elseif ship.Team.Name == "Friendly" then gr.setColor(0,255,0,255)

elseif ship.Team.Name == "Unknown" then gr.setColor(255,255,0,255)

end

local x

local y

local x1

local y1

plr = hv.Player

if plr:isValid() then

distance = ship.Position:getDistance(plr.Position)

-- collision_pos = ship:checkRayCollision(plr.Position, ship.Position, false)

-- distance = collision_pos:getDistance(plr.Position)

end

hippo_pct = math.floor((ship.HitpointsLeft / ship.Class.HitpointsMax) * 100)

x,y,x1,y1 = gr.drawTargetingBrackets(ship, true)

if x ~= nil and y1 ~= nil then

gr.drawString(ship.Name, x+3, y+2)

gr.drawString(ship.Class.Name, x+3, y+11)

gr.drawString(hippo_pct, x+3, y+20)

gr.drawString(distance, x+3, y+29)

end

end

]

$On HUD Draw:

[

if missiontime == nil then

missiontime = mn.getMissionTime()

oldmissiontime = missiontime

end

if missiontime ~= nil then

if hu.HUDDrawn then

missiontime = mn.getMissionTime()

if oldmissiontime ~= missiontime then

if mn.EscortShips ~= nil then

NumberEscorted = #mn.EscortShips

for i= 1,NumberEscorted do

escortedship = mn.EscortShips[i]

if escortedship.Position:getScreenCoords() ~= false then

drawReticle(escortedship)

end

end

end

end

end

oldmissiontime = missiontime

end

]

#End