Re: Progress
Posted: Fri Oct 11, 2013 4:28 pm
I did it already but it was not trivial and there are some problems yet.spara wrote:Is or will it be possible to show the model of the targeted ship as a visual effect?
I did it already but it was not trivial and there are some problems yet.spara wrote:Is or will it be possible to show the model of the targeted ship as a visual effect?
Ok. I thought so.cim wrote:Not yet. Well, you could do it yourself with a bunch of visual effects (or picture overlays through CabalCL) that look a bit like things the player might target, though that has obvious limitations.spara wrote:Is or will it be possible to show the model of the targeted ship as a visual effect?
True. That's why I did not do it at the time. It most definitely should not need any shipdata editing.Norby wrote:I did it already but it was not trivial and there are some problems yet.
I'm not a fan of "Game Over" appearing over on the right hand side of the screen. I don't think this should really be a HUD function.cim wrote:HUD and interface work continues with the Multi-function displays (MFDs).
Ah, yes, with that just using whatever the previous console message settings were. I'll reset that back to something more appropriate for that screen.JensAyton wrote:I'm not a fan of "Game Over" appearing over on the right hand side of the screen. I don't think this should really be a HUD function.
In my market observer oxp I create an overlay to the market screen with the message log to show various trading data. I would very much like to find another way of accomplishing it. Will these MDFs be available when docked and is that fixed size going to stay or will it be configurable?cim wrote:HUDs can have multiple MFDs, positioned freely: the basic HUD has two, while "hud-small" has just one. OXPs set text in an MFD list, and then the player can cycle through the available options on the active MFD by pressing ';' and switch between MFDs if they have more than one by pressing ':'. OXPs can set a particular MFD to be visible: there is a polite way to do this which will pick the first unused MFD, which you should just about always use.
MFDs are a fixed size of 10 lines and 15 columns regardless of height and width. If you overrun a line, the MFD will try to compensate, but it's better to sort that out before sending the text to the MFD.
MFDs are not available when docked (the likely HUD positions would just get in the way). The fixed size is a deliberate feature to make it practical for OXPers to write MFD content without having to put in lots of ifs and elses based on what the current player HUD is (the MFD provider doesn't need to know anything about the HUD at all except perhaps "does it support MFDs" as things stand)spara wrote:Will these MDFs be available when docked and is that fixed size going to stay or will it be configurable?
Ok. Makes sense. Thanks for answering.cim wrote:MFDs are not available when docked (the likely HUD positions would just get in the way). The fixed size is a deliberate feature to make it practical for OXPers to write MFD content without having to put in lots of ifs and elses based on what the current player HUD is (the MFD provider doesn't need to know anything about the HUD at all except perhaps "does it support MFDs" as things stand)spara wrote:Will these MDFs be available when docked and is that fixed size going to stay or will it be configurable?
For interacting with the player while docked then in general that's what mission screens (perhaps started by an interface) are for. I'm not sure the way things are currently set up there is a good way to add arbitrary text to the market screen, especially not in a way that doesn't lead to OXP conflicts.
this.activated
to that equipment, whether it's currently selected in the primable equipment cycle or not.Good... I like this.cim wrote:When docked, if your ship has any primable equipment installed, you get a new option on the interfaces screen which lets you set which equipment items "0" and "tab" (reconfigurable with keyconfig.plist, as usual) are bound to. Then, when you press those buttons in flight, it sendsthis.activated
to that equipment, whether it's currently selected in the primable equipment cycle or not.
Escape capsules are already sort of primeable, because you have to hit the button twice in quick succession in order to make it fire. This was introduced as a security measure against accidentally hitting the ESC-key.Celt wrote:I like this too . . . Now really screw everyone up by making Witchdrive Injectors, and Escape Capsules primable equipment also
Unless you use the [wiki]Hidden_Settings_in_Oolite[/wiki] and set the key "escape-pod-activation-immediate" to yes.Commander McLane wrote:Escape capsules are ..... because you have to hit the button twice in quick succession in order to make it fire.
Correct. (and in the core game there is exactly one of the former and none of the latter)Gimi wrote:Just so that I'm clear about this (I'm updating my key-maps).
[0] is now the default quick activation key for defensive primable equipment.
[tab] is now the default quick activation key for offensive primable equipment.