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Charging lasers OXP?
Posted: Fri Apr 27, 2012 6:45 pm
by maaarcooose
Had an idea for an OXP but wondered if it had been done before.
Was thinking about having lasers that work in the style of many old shoot em ups where you fire a single blast with a single pull of the trigger (this has been discussed before as kind of semi auto lasers) but also be able to hold down the trigger to charge the laser up. Releasing the trigger then releases the charge in a one shot super charge.
The energy usage would remain the same.
Anyone done anything like this before?
!m!
Re: Charging lasers OXP?
Posted: Fri Apr 27, 2012 7:34 pm
by Thargoid
Laser functionality can't be changed by OXP.
Re: Charging lasers OXP?
Posted: Fri Apr 27, 2012 7:41 pm
by maaarcooose
Ah well.
It was a nice idea.
!m!
Re: Charging lasers OXP?
Posted: Fri Apr 27, 2012 11:35 pm
by CommonSenseOTB
Thargoid wrote:Laser functionality can't be changed by OXP.
However I would like
my oxp to be changed by the laser. Specifically, I would like to be able to read the JS of laser teperature so I can make custom gauges for HUDs that show the laser temperature. It's going to be really awkward to spend all the time and effort to make a hud with custom gauges that match and still be stuck with a stock bar gauge to show laser temperature. And when I start using images for gauges they really are going to be a mismatch to the stock laser temperature bar gauge.
Please help me devs...
Re: Charging lasers OXP?
Posted: Sat Apr 28, 2012 7:55 am
by Commander McLane
maaarcooose wrote:Was thinking about having lasers that work in the style of many old shoot em ups where you fire a single blast with a single pull of the trigger (this has been discussed before as kind of semi auto lasers) but also be able to hold down the trigger to charge the laser up. Releasing the trigger then releases the charge in a one shot super charge.
As Thargoid already said, laser functionality can't be changed by OXP.
However, holding the trigger down while staying on target fires a whole salvo, which—if all shots hit—has practically the same effect as a one shot super charge.
Re: Charging lasers OXP?
Posted: Sat Apr 28, 2012 2:57 pm
by maaarcooose
Commander McLane wrote:maaarcooose wrote:Was thinking about having lasers that work in the style of many old shoot em ups where you fire a single blast with a single pull of the trigger (this has been discussed before as kind of semi auto lasers) but also be able to hold down the trigger to charge the laser up. Releasing the trigger then releases the charge in a one shot super charge.
As Thargoid already said, laser functionality can't be changed by OXP.
However, holding the trigger down while staying on target fires a whole salvo, which—if all shots hit—has practically the same effect as a one shot super charge.
Indeed it does but that's not the point really.
Just think of R-type in terms of functionality.
I presume you could make an OXP that had a different weapon like the rail gun with this kind of functionality.
Also I suppose you could do a custom missile type that is effectively supper fast but has no guidance system. Practically imposibe to ECM but you've got to aim it.
!m!
Re: Charging lasers OXP?
Posted: Sat Apr 28, 2012 4:11 pm
by Greyth
Heh - R Type! Great game and cool idea, shame it can't be employed usefully here.
Re: Charging lasers OXP?
Posted: Sat Apr 28, 2012 6:09 pm
by another_commander
CommonSenseOTB wrote:
However I would like my oxp to be changed by the laser. Specifically, I would like to be able to read the JS of laser teperature so I can make custom gauges for HUDs that show the laser temperature. It's going to be really awkward to spend all the time and effort to make a hud with custom gauges that match and still be stuck with a stock bar gauge to show laser temperature. And when I start using images for gauges they really are going to be a mismatch to the stock laser temperature bar gauge.
Please help me devs...
You got it. Check SVN r4891.
Re: Charging lasers OXP?
Posted: Sat Apr 28, 2012 8:06 pm
by CommonSenseOTB
another_commander wrote:CommonSenseOTB wrote:
However I would like my oxp to be changed by the laser. Specifically, I would like to be able to read the JS of laser teperature so I can make custom gauges for HUDs that show the laser temperature. It's going to be really awkward to spend all the time and effort to make a hud with custom gauges that match and still be stuck with a stock bar gauge to show laser temperature. And when I start using images for gauges they really are going to be a mismatch to the stock laser temperature bar gauge.
Please help me devs...
You got it. Check SVN r4891.
http://youtu.be/VoW9czgQBqE
Re: Charging lasers OXP?
Posted: Mon Apr 30, 2012 12:22 am
by CommonSenseOTB
Allright, I got my trunk build working and I want to test the JS for the player's laser temperature. What is name of this variable or property? Is there a particular place one looks for this kind of information? Is it supposed to be listed in the build or on a separate link somewhere? Sorry, I'm a noob when it comes to trunk builds. I looked but couldn't seem to find a list.
Re: Charging lasers OXP?
Posted: Mon Apr 30, 2012 4:53 am
by submersible
CommonSenseOTB wrote:Allright, I got my trunk build working and I want to test the JS for the player's laser temperature. What is name of this variable or property? Is there a particular place one looks for this kind of information?
Try 'laserHeatLevel' , this is from the commit message.
Code: Select all
#svn log -v -r 4891
r4891 | another_cmdr | 2012-04-29 04:04:27 +1000 (Sun, 29 Apr 2012) | 1 line
Changed paths:
M /trunk/src/Core/Scripting/OOJSPlayerShip.m
Added JS PlayerShip read-only property laserHeatLevel.
Perhaps it could be in Wiki also.
Re: Charging lasers OXP?
Posted: Mon Apr 30, 2012 6:05 am
by another_commander
CommonSenseOTB wrote:Is there a particular place one looks for this kind of information? Is it supposed to be listed in the build or on a separate link somewhere? Sorry, I'm a noob when it comes to trunk builds. I looked but couldn't seem to find a list.
Apart from the SVN commit messages ( web SVN interface link is
http://svn.berlios.de/viewvc/oolite-linux/ ), the source code itself is where you can look for any of the JS methods. You need an editor with a Search In Files capability, which I'm confident you already have - Notepad++ does it just fine and you need to look into the src/Core/Scripting folder of the code. All the scripting classes are there and you can start by checking out the OOJSPlayerShip.m file, which contains all the methods and properties of the JSPlayerShip class.
Hope this helps. Just give a shout if it doesn't.
Re: Charging lasers OXP?
Posted: Mon Apr 30, 2012 6:08 am
by Capt. Murphy
It's on the wiki as-well (I think cim is keeping the wiki up to date).
http://wiki.alioth.net/index.php/Oolite ... rHeatLevel
CSTOB - the SVN log is a place to check often if you want to keep an eye on the what those crafty devs are up to....
(or just want to understand a little more of what is going on under the hood).
Re: Charging lasers OXP?
Posted: Mon Apr 30, 2012 3:16 pm
by CommonSenseOTB
Thanks submersible, another_commander and Capt. Murphy. Those are exactly what I need.
Re: Charging lasers OXP?
Posted: Sat May 05, 2012 4:41 pm
by CommonSenseOTB
@maaarcooose: I'm going to investigate the possibility of the R-Type charging up a laser concept as I've had some recent ideas and inspiration. Great idea by the way.