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Posted: Thu Sep 02, 2010 12:03 pm
by Cody
When immersed, I’m looking through a real ‘windscreen’ on the bridge, not at a projected display.
Some ‘handwavium’, some ‘glassteel’ and the shields… even bubble cockpits are possible.

Posted: Sun Sep 05, 2010 5:21 pm
by DGill
Prefer HUDs as they are not too obtrusive and easy to custimise (thanks Palmski :D )

Image
docked

Image
green alert

Image
yellow alert

Image
red alert
[/img]

Posted: Mon Sep 06, 2010 11:17 am
by ClymAngus
I do have to admit although a 2 screen solution would be cool the variability of the status changing hud does have it's coolness factor.

So if I must choose then I go with hud. I really must upgrade medusa at some point to take advantage of these fine new items.

Posted: Mon Sep 06, 2010 11:24 am
by Cody
Nice pics, especially of Sol system… I like the changing alert status colours.
The odd thing is, the hud that DGill uses is really an instrument panel.

Posted: Mon Sep 06, 2010 12:01 pm
by DGill
A virtual instrument panel projected on the hud! - well, anyway it's fun to play about.

Posted: Mon Sep 06, 2010 12:02 pm
by maik
DGill wrote:
Prefer HUDs as they are not too obtrusive and easy to custimise (thanks Palmski :D )

Image
Where do the medals and the rating graphics come from?

Posted: Mon Sep 06, 2010 12:20 pm
by DGill
Just a bit of silliness. Rating switches from pirate to elite symbol when I evently get to Elite status (based on number of kills). Medals come from thargoid wars oxp. I added the following lines to the hud oxp:

if (player.score > 6399) {
player.ship.hud = ('hud_' + missionVariables.thargoidwars_medal + '.plist');
} else {
player.ship.hud = ('hud_' + missionVariables.thargoidwars_medal + '_deadly' + '.plist');
}
I originally wanted to display only symbols for legal status and rating, but couldn't figure out how to do the former - also not sure what to use as a symbol for 'clean status' - bar of soap perhaps?

Posted: Mon Sep 06, 2010 12:46 pm
by maik
pretty!

Posted: Mon Sep 06, 2010 5:48 pm
by JazHaz
DGill wrote:
Just a bit of silliness. Rating switches from pirate to elite symbol when I evently get to Elite status (based on number of kills). Medals come from thargoid wars oxp. I added the following lines to the hud oxp:

if (player.score > 6399) {
player.ship.hud = ('hud_' + missionVariables.thargoidwars_medal + '.plist');
} else {
player.ship.hud = ('hud_' + missionVariables.thargoidwars_medal + '_deadly' + '.plist');
}
I originally wanted to display only symbols for legal status and rating, but couldn't figure out how to do the former - also not sure what to use as a symbol for 'clean status' - bar of soap perhaps?
I'm not sure of the syntax really, but have you tried this:

Code: Select all

if (player.score > 6399) {
player.ship.hud = ('hud_' + missionVariables.thargoidwars_medal + '.plist');
} else 
if (player.score > 2559) {
player.ship.hud = ('hud_' + missionVariables.thargoidwars_medal + '_deadly' + '.plist');				
} else 
if (player.score > 511) {
player.ship.hud = ('hud_' + missionVariables.thargoidwars_medal + '_dangerous' + '.plist');				
} else 
if (player.score > 127) {
player.ship.hud = ('hud_' + missionVariables.thargoidwars_medal + '_competent' + '.plist');				
} else 
if (player.score > 63) {
player.ship.hud = ('hud_' + missionVariables.thargoidwars_medal + '_aboveaverage' + '.plist');				
} else 
if (player.score > 31) {
player.ship.hud = ('hud_' + missionVariables.thargoidwars_medal + '_average' + '.plist');				
} else 
if (player.score > 15) {
player.ship.hud = ('hud_' + missionVariables.thargoidwars_medal + '_poor' + '.plist');				
} else 
if (player.score > 7) {
player.ship.hud = ('hud_' + missionVariables.thargoidwars_medal + '_mostlyharmless' + '.plist');				
} else {
player.ship.hud = ('hud_' + missionVariables.thargoidwars_medal + '_harmless' + '.plist');				
}
Don't know whether there are medal images for the lower levels, but it might work....

Posted: Mon Sep 06, 2010 6:03 pm
by DGill
Cheers, I'll give it a go.

Posted: Mon Sep 06, 2010 6:11 pm
by maik
Just remove the second test for deadly. It's not going to hurt but is superfluous.

Cheers,
-Maik

EDIT: meant remove, not replace.

Posted: Mon Sep 06, 2010 6:13 pm
by JazHaz
maik wrote:
Just replace the second test for deadly. It's not going to hurt but is superfluous.
Ninja'd! :lol:

Just noticed that extra paste and editted my original post.

Posted: Mon Sep 06, 2010 6:19 pm
by maik
Ka-pow! :D Just realized that I wrote replace instead of remove though. Edited my original post.

Posted: Mon Sep 06, 2010 6:23 pm
by Thargoid
Or alternatively (to save the nested if's)

Code: Select all

switch(player.rank)
   {
   case "Harmless":
      {
      player.ship.hud = ('hud_' + missionVariables.thargoidwars_medal + '_harmless.plist');
      break;
      }
   case "Mostly Harmless":
      {
      player.ship.hud = ('hud_' + missionVariables.thargoidwars_medal + '_mostlyharmless.plist');
      break;
      }

<insert the rest of the code in a similar fashion for the other ranks>

   }
using switch rather than the nest should be faster. You may also be able to streamline it further, but I guess the player.rank probably can't be used directly to generate a HUD plist filename as it will have spaces in it.

You can also use default: for the default setting of the switch (if none of the others are true), and don't forget the break; in each case subsection.

Posted: Mon Sep 06, 2010 8:39 pm
by DGill
Thanks all, much appreciated.