Posted: Tue Aug 07, 2007 4:08 pm
Actually, that would be ideal. :-)Commander McLane wrote:And I guess it won't be a good idea to have two or more people fiddling with different parts of the code at the same time.
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Actually, that would be ideal. :-)Commander McLane wrote:And I guess it won't be a good idea to have two or more people fiddling with different parts of the code at the same time.
I think it would be very annoying to have the game paused and a mission screen poping up whenever a NPC send a commsMessage to you. Imagine yourself being in a battle and your adversaries frequently sending hails...Arexack_Heretic wrote:This would be a hack/compromise....but...
for comms inflight:
how about pausing the game and forcing view to mission_screen.
offer option, stuck in mission_screen untill a choice is made.
I disagree.Commander McLane wrote:The point is: I don't know how easy the implemetation would be, but it would need to be implemented in the code. It's not OXPable, as it would need keystrokes to be defined for the preset answers. And this can't be done with an OXP.
Code: Select all
sendInteractiveMessage:"Help me!"
yesResponse:"I shall assist you!"
noResponse:"Unlucky, son."
Well, that's a completely different pair of shoes. Of course it's hell easy to have all ships spit out all types of hails all the time. But that's not the point. We wanted it to be interactive, not just reading hails but responding to them.Wiggy wrote:I disagree.Commander McLane wrote:The point is: I don't know how easy the implemetation would be, but it would need to be implemented in the code. It's not OXPable, as it would need keystrokes to be defined for the preset answers. And this can't be done with an OXP.
In Assassins OXP, there are NPC ships that give out various comms messages when they attack and when they die.
You got it: This is not actual code. And our main coder (Ahruman) won't implement it into the code anytime soon. And that's my whole point.Wiggy wrote:Presumably, it would not be very difficult to implement a special type of comms message that requires the player to press one of two keys: a positive or a negative response.
The text of the messages could be in the OXP.Obviously this is not actual code. I agree that you couldn't have n options, where n is not fixed and would require additional buttons.Code: Select all
sendInteractiveMessage:"Help me!" yesResponse:"I shall assist you!" noResponse:"Unlucky, son."
But if all interactive messages had only a yes or no reply, then this would be straightforward.
You could then have NPCs reacting to the message differently.