Losing target resets hidden HUD dials

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Wildeblood
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Losing target resets hidden HUD dials

Post by Wildeblood »

I'm using a 32-bit Windows nightly build I downloaded this weekend. I wanted to try out the ability to hide and show HUD dials from script. E.g.:

Code: Select all

this.shipLaunchedFromStation = function () {
    var self = player.ship;
    var count = self.passengers.length + self.contracts.length + self.parcels.length;
    if (count > 0) {
            self.showHUDSelector("drawClock:");
    } else {
            self.hideHUDSelector("drawClock:");
    }
}
So, I launch and the clock disappears because I have no contracts running. Cool. I target the nav buoy and drift away. At the moment I pass out of scanner range of the buoy, the clock re-appears. Similarly with this:

Code: Select all

this.playerStartedJumpCountdown = function (type, countdown) {
    if (type === "standard") {
        player.ship.showHUDSelector("drawPitchBar:");
    }
}

this.shipExitedWitchspace = this.playerCancelledJumpCountdown = this.playerJumpFailed = function () {
    player.ship.hideHUDSelector("drawPitchBar:");
}
The pitch bar I have no use for and label "Jump stability meter" on my HUD. Launch, start countdown, abort countdown, pitch bar disappears. Target nav buoy then drift away. As the target is lost the pitch bar re-appears.
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