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Posted: Tue Apr 06, 2010 4:35 pm
by Thargoid
The only problem I can forsee is if you get multiple conditions concurrently that would trigger different HUDs. Depending on how things are coded then you could get some swapping between HUDs which would look a little odd.

It actually happens occasionally even with the fairly simple script I gave KW (e.g. if you're in combat and fire a missile at the target, if he untargets you to deal with it and he's the only hostile around, then the HUD switches as temporarily you have no hostiles about until he locks on again).

Plus on the cargo front, can we actually affect the scanner zoom setting by scripting?

Posted: Tue Apr 06, 2010 7:01 pm
by Eric Walch
Thargoid wrote:
The only problem I can forsee is if you get multiple conditions concurrently that would trigger different HUDs. Depending on how things are coded then you could get some swapping between HUDs which would look a little odd.
Yes, I already thought about that. For some thing like a scooping hud I would switch back to normal with a timer that every 5 seconds looks if there is still cargo targeted. That way you will always look for some time at the same hud and it will not keep switching on/off when targeting/untargeting pieces of cargo.

Posted: Fri Apr 23, 2010 1:08 pm
by lfnfan
saw KW's new HUD design on the Screenshots thread, and a bit of hunting brought me over here.

Cool. Way cool. Waywaywaywaywaywaywaywayayayayayayayyyyyy cool.

me want.

Posted: Fri Apr 23, 2010 1:51 pm
by Rxke
Wow, yeah, Somehow I missed this development, this is seriously cool stuff, KW 8)

Posted: Fri Apr 23, 2010 5:02 pm
by Killer Wolf
thanks :-)
your comments are much appreciated.