OXP Screens and special equipment keys.

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ZygoUgo
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Re: OXP Screens and special equipment keys.

Post by ZygoUgo »

Agree, having to use two fingers to try and access your rail gun in a panic is no good for the blood pressure, or the pressure outside your now non-existent cockpit.
On that note being able to choose the order equipment is optioned would be ideal, I would most definitely set the Rail gun to the first :)
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Wildeblood
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Re: OXP Screens and special equipment keys.

Post by Wildeblood »

ZygoUgo wrote:
On that note being able to choose the order equipment is optioned would be ideal, I would most definitely set the Rail gun to the first :)
They're listed in the order they are bought or awarded. They aren't sorted thereafter. Write yourself a little script that removes them (equipment items with scripts) all and re-awards them in your preferred order.
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Svengali
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Re: OXP Screens and special equipment keys.

Post by Svengali »

A multi-EQ script to order and categorize primable EQs wouldn't be hard to do, but I doubt that this would be used. We can see this with other mechanisms which require OXPs to register themselfes. It could be based on a similiar approach like the Comms in CCL, but a better approach is what cim has pointed out - via scriptable HUD elements. This way a graphical representation is possible as well.

And I still think that mouse support for GUI screens is a must have as well - at least while docked. It would open a lot more possibilities and easier access to options for users. Sweet future music .-)
another_commander
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Re: OXP Screens and special equipment keys.

Post by another_commander »

Svengali wrote:
And I still think that mouse support for GUI screens is a must have as well - at least while docked. It would open a lot more possibilities and easier access to options for users. Sweet future music .-)
Are there any GUI screens that don't have full mouse support at the moment?
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Svengali
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Re: OXP Screens and special equipment keys.

Post by Svengali »

another_commander wrote:
Are there any GUI screens that don't have full mouse support at the moment?
No, a_c - at least not in the sense of clicking the offered UI choices .-)

But I'm talking about clickable GUI areas/elements which can be handled by scripts. I'm aware that implementing it requires 'some' work, but if we aim for more dynamics then it needs ways to handle it userfriendly.
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Commander McLane
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Re: OXP Screens and special equipment keys.

Post by Commander McLane »

ZygoUgo wrote:
Agree, having to use two fingers to try and access your rail gun in a panic is no good for the blood pressure, or the pressure outside your now non-existent cockpit.
The alternative is to choose the equipment before the battle. And as long as you don't press SHIFT-F again, it will remain selected forever. So the next time you only have to press N to fire it.
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Cody
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Re: OXP Screens and special equipment keys.

Post by Cody »

Commander McLane wrote:
ZygoUgo wrote:
Agree, having to use two fingers to try and access your rail gun in a panic is no good for the blood pressure, or the pressure outside your now non-existent cockpit.
The alternative is to choose the equipment before the battle. And as long as you don't press SHIFT-F again, it will remain selected forever. So the next time you only have to press N to fire it.
Yep... the railgun is my default selection, always ready for use.
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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