Page 1 of 3

[RELEASE] Camera Drones OXP (1.77 only)

Posted: Tue Jan 08, 2013 8:50 pm
by cim
One of the new features in 1.77 is being able to alter the external view camera position and orientation by script. Here's an OXP that gives the player some quick access to some new external views like a missile chase camera through primable equipment available at any TL:8 or higher station.

Download Camera Drones 1.4 - further documentation on the wiki: [wiki]Camera Drones[/wiki]

Thanks to Thargoid for solving a camera orientation problem with the docking camera, and Cody for noticing bugs with the script.
Image

Re: [RELEASE] Camera Drones OXP (1.77 only)

Posted: Tue Jan 08, 2013 9:00 pm
by JazHaz
Is this different to the Tracker Cam OXP?

Re: [RELEASE] Camera Drones OXP (1.77 only)

Posted: Tue Jan 08, 2013 9:11 pm
by Thargoid
Yes, they are separate OXPs, although based on similar code (and the same new functionality in trunk). I'm taking my OXPs out of beta as we speak and uploading them to box/wiki.

Re: [RELEASE] Camera Drones OXP (1.77 only)

Posted: Tue Jan 08, 2013 9:22 pm
by JazHaz
Thargoid wrote:
I'm taking my OXPs out of beta as we speak and uploading them to box/wiki.
Downloaded from box and replaced all the betas I had already! :)

Re: [RELEASE] Camera Drones OXP (1.77 only)

Posted: Wed Jan 09, 2013 5:01 pm
by GGShinobi
cim wrote:
One of the new features in 1.77 is being able to alter the external view camera position and orientation by script. Here's an OXP that gives the player some quick access to some new external views like a missile chase camera through primable equipment available at any TL:8 or higher station.
Yippieh, downloading it now!

This new feature will also come in handy for the "telescope"-component I'm planning for a new Long Range Scanner (see http://bb.aegidian.org/viewtopic.php?f=6&t=13274)

Hmm, but I wonder if this will clash with the awesome SniperCameraSystem.oxp? (http://wiki.alioth.net/index.php/Sniper ... System_HUD) I fear it, but I hope not! :shock:

Re: [RELEASE] Camera Drones OXP (1.77 only)

Posted: Wed Jan 09, 2013 6:01 pm
by Cody
Been having some fun with this, but still fumbling about - can the drone's speed be reduced?
Oh, this popped-up - maybe due to me hitting the wrong keys:

Code: Select all

17:54:24.592 [script.javaScript.exception.ooliteDefined]: ***** JavaScript exception (Camera Drones equipment script 1.1): Error: PlayerShip.setCustomView only works when custom view is active.

Re: [RELEASE] Camera Drones OXP (1.77 only)

Posted: Wed Jan 09, 2013 6:14 pm
by cim
El Viejo wrote:
Been having some fun with this, but still fumbling about - can the drone's speed be reduced?
For the flyby view, you mean? On line 143 of camera_drones.js, the 500 is the drone's speed relative to your ship in metres per second, so that should be fairly easy to tune.
El Viejo wrote:

Code: Select all

17:54:24.592 [script.javaScript.exception.ooliteDefined]: ***** JavaScript exception (Camera Drones equipment script 1.1): Error: PlayerShip.setCustomView only works when custom view is active.
Ah, I think I know why that's happening. I'll put a fixed version up soon.

Re: [RELEASE] Camera Drones OXP (1.77 only)

Posted: Wed Jan 09, 2013 6:16 pm
by Cody
cim wrote:
El Viejo wrote:
Been having some fun with this, but still fumbling about - can the drone's speed be reduced?
For the flyby view, you mean? On line 143 of camera_drones.js, the 500 is the drone's speed relative to your ship in metres per second, so that should be fairly easy to tune.
Muy bueno!

Re: [RELEASE] Camera Drones OXP (1.77 only)

Posted: Wed Jan 09, 2013 7:43 pm
by cim
cim wrote:
El Viejo wrote:

Code: Select all

17:54:24.592 [script.javaScript.exception.ooliteDefined]: ***** JavaScript exception (Camera Drones equipment script 1.1): Error: PlayerShip.setCustomView only works when custom view is active.
Ah, I think I know why that's happening. I'll put a fixed version up soon.
Should be fixed in 1.2. Thanks

Re: [RELEASE] Camera Drones OXP (1.77 only)

Posted: Sun Mar 03, 2013 8:45 pm
by Selezen
Cim - I've been trying to change the speed of the flyby by changing the value you specified but it's making no difference. Do you have any idea if anything else needs to be done or if there is some sort of range I need to be in. I assume that to make the thing slower I need to reduce the number?

Re: [RELEASE] Camera Drones OXP (1.77 only)

Posted: Sun Mar 03, 2013 8:58 pm
by Cody
I changed line 147 thus:

Code: Select all

this.$startVector.z -= delta * 200;
That worked fine for me (I think - nothing is certain). You did the shift/start thingy, yes?

Re: [RELEASE] Camera Drones OXP (1.77 only)

Posted: Sun Mar 03, 2013 9:20 pm
by Thargoid
Or maybe use a tracker cam?

Re: [RELEASE] Camera Drones OXP (1.77 only)

Posted: Mon Mar 04, 2013 9:15 am
by Selezen
El Viejo wrote:
You did the shift/start thingy, yes?
Um. No.

<tries not to look embarrassed>

What's the shift start thing?

Re: [RELEASE] Camera Drones OXP (1.77 only)

Posted: Mon Mar 04, 2013 9:40 am
by Commander McLane
Selezen wrote:
What's the shift start thing?
Starting Oolite with SHIFT held down until you see the spinning Cobra. That's to clear the cache. Otherwise changes made in plists or JS-scripts don't get effective, because the cached (unchanged) version continues to be used by the game.

Re: [RELEASE] Camera Drones OXP (1.77 only)

Posted: Mon Mar 04, 2013 10:54 am
by Cody
Selezen wrote:
What's the shift start thing?
My apologies, Master Historian - I should have explained that (as McLane has done).