Talking to passengers
Moderators: winston, another_commander
Talking to passengers
I think it would be cool, and also add to the realism and immersion into the game, if we could talk to passengers we are carrying around.
Anyone know of any OXPs that may already do this?
Anyone know of any OXPs that may already do this?
Re: Talking to passengers
Perhaps just random bits of conversation that pops up on the HUD like the way ships communicate?
--
Pilot: Mossfoot - Ship ID: Viaticus Rex (Cobra MKII)
Rank: Competent - Status: Clean
http://www.noahchinnbooks.com/
Pilot: Mossfoot - Ship ID: Viaticus Rex (Cobra MKII)
Rank: Competent - Status: Clean
http://www.noahchinnbooks.com/
Re: Talking to passengers
That's an idea that's brilliant in its simplicity!mossfoot wrote:Perhaps just random bits of conversation that pops up on the HUD like the way ships communicate?
Re: Talking to passengers
I agree. That would be brilliant. Perhaps a random "Thanks for taking me" or "Can this ship go any faster?" or "What a beautiful sight out this window!"Zireael wrote:That's an idea that's brilliant in its simplicity!mossfoot wrote:Perhaps just random bits of conversation that pops up on the HUD like the way ships communicate?
And maybe certain events could trigger comment from the passenger. For example, hitting a bouy could cause them to say, "Where did you get your piloting license?" or being fired upon could make the passenger say, "Getting in firefights was not part of my contract!"
How hard would making such an OXP be?
- Wildeblood
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Re: Talking to passengers
Fairly simple. On launch, check for passengers. If present, start a timer with a random time. When the timer fires, check the current context - is the ship near anything? being attacked? all quiet? - and use the context to select which list of possible messages to use. Randomly select a message from the appropriate list and display it. Restart the timer.byronarn wrote:How hard would making such an OXP be?
Code: Select all
this.shipLaunchedFromStation = function()
{
if (player.ship.passengers.length > 0)
{
this.$passengerNoiseTimer = new Timer(this, _passengerNoise, (Math.random() * 1000));
}
}
this._passengerNoise = function () { /* Your code here...*/ }
Re: Talking to passengers
I think I need to try to talk someone who knows how to programs OXPs into trying to make this... Lol.Wildeblood wrote:Fairly simple. On launch, check for passengers. If present, start a timer with a random time. When the timer fires, check the current context - is the ship near anything? being attacked? all quiet? - and use the context to select which list of possible messages to use. Randomly select a message from the appropriate list and display it. Restart the timer.byronarn wrote:How hard would making such an OXP be?Code: Select all
this.shipLaunchedFromStation = function() { if (player.ship.passengers.length > 0) { this.$passengerNoiseTimer = new Timer(this, _passengerNoise, (Math.random() * 1000)); } } this._passengerNoise = function () { /* Your code here...*/ }
Re: Talking to passengers
Perhaps we can make a "passenger chatter" thread where we can contribute lines of passenger dialog to add to an OXP, saving whoever takes this on time from having to think them up him/herself? (or use this one)
--
Pilot: Mossfoot - Ship ID: Viaticus Rex (Cobra MKII)
Rank: Competent - Status: Clean
http://www.noahchinnbooks.com/
Pilot: Mossfoot - Ship ID: Viaticus Rex (Cobra MKII)
Rank: Competent - Status: Clean
http://www.noahchinnbooks.com/
Re: Talking to passengers
Thats a great idea! Which forum would be best suited for that? This one? Or perhaps the expansion packs forum?mossfoot wrote:Perhaps we can make a "passenger chatter" thread where we can contribute lines of passenger dialog to add to an OXP, saving whoever takes this on time from having to think them up him/herself? (or use this one)
- Wildeblood
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- Posts: 2453
- Joined: Sat Jun 11, 2011 6:07 am
- Location: Western Australia
- Contact:
Noisy Passengers OXP
I'll bet anyone a dollar this thread gets moved to the OXP forum sooner or later. I've made a version 0.1, with only one message per context. You can add random text generators to it. I'll upload it in the next 24 hours. Real life beckons now.
Contexts:
alertMassLocked - "There's a lot of other ships about."
alertHostiles - "Hey, is someone shooting at us?"
alertAltitude - "You're getting awfully close to the ground aren't you?"
alertCondition === 1 "I'm bored. Are we there yet?"
etc...
http://wiki.alioth.net/index.php/Oolite ... Properties
Contexts:
alertMassLocked - "There's a lot of other ships about."
alertHostiles - "Hey, is someone shooting at us?"
alertAltitude - "You're getting awfully close to the ground aren't you?"
alertCondition === 1 "I'm bored. Are we there yet?"
etc...
http://wiki.alioth.net/index.php/Oolite ... Properties
Re: Talking to passengers
Take a look at this thread: https://bb.oolite.space/viewtopic.ph ... +immersive
Speaking of, I should unbury it and get around to implementing all that chatter.
Speaking of, I should unbury it and get around to implementing all that chatter.
Re: Noisy Passengers OXP
That sounds awesome! I can't wait to try it!Wildeblood wrote:I'll bet anyone a dollar this thread gets moved to the OXP forum sooner or later. I've made a version 0.1, with only one message per context. You can add random text generators to it. I'll upload it in the next 24 hours. Real life beckons now.
Contexts:
alertMassLocked - "There's a lot of other ships about."
alertHostiles - "Hey, is someone shooting at us?"
alertAltitude - "You're getting awfully close to the ground aren't you?"
alertCondition === 1 "I'm bored. Are we there yet?"
etc...
http://wiki.alioth.net/index.php/Oolite ... Properties
- Wildeblood
- ---- E L I T E ----
- Posts: 2453
- Joined: Sat Jun 11, 2011 6:07 am
- Location: Western Australia
- Contact:
Re: Talking to passengers
I accidentally deleted my save game, so I had to start back at square one. As soon as I save up for the advanced navigational array and passenger berth, I will report how well this works.Wildeblood wrote:
- Wildeblood
- ---- E L I T E ----
- Posts: 2453
- Joined: Sat Jun 11, 2011 6:07 am
- Location: Western Australia
- Contact:
Re: Talking to passengers
In other news, the dog ate my homework.byronarn wrote:I accidentally deleted my save game...Wildeblood wrote:
Re: Talking to passengers
Lol. I had to reinstall Oolite (It started acting up on me), and I thought I backed up my save file, but I backed up the wrong one. It was one when I still only had a few hundred credits and a large cargo bay. Pretty much back at square one.Wildeblood wrote:In other news, the dog ate my homework.byronarn wrote:I accidentally deleted my save game...Wildeblood wrote: