Release: Switching MilHUD
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- Cmdr Wyvern
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- Location: Somewhere in the great starry void
Release: Switching MilHUD
Readme -
MilHUD 3.4 by Wyvern - Based on GenericHUD by KW and Thargoid, and MilHUD 3.1 by Wyvern
Oolite version: 1.74+
=======================================================================================
This is a mode-switching version of MilHUD 3.1, displaying HUD "modes" depending on condition.
MODES: (See included screenshots)
- Docked: All instruments disabled when docked, except the clock and missile/mine display.
- Green: Gun pippers switched off, reticule sensetivity disabled; scanner, zoom, and sights turn green. A good indicator that you're clear to engage Supercruise.
- Yellow: A basic sniper gun pipper appears, reticule sensetivity disabled; scanner, zoom, and sights turn yellow. Masslocked, could be hostiles around. If you want to get in a pre-emptive strike, this mode lets you.
- Red: Gun pipper swiches to advanced mode, reticule sensetivity enabled; zoom and sights turn red, scanner takes on high-contrast blue-green. This is full combat mode, time to kick some ass.
- Critical: Gun pipper, reticule sensetivity, and most instruments disabled. A warning message appears. If you see this, then your shields are down, you're out of energy, and you're about to take a sudden, unwelcome spacewalk. Yank the eject handle.
=========================================================================================
Target Reticule oxp doesn't work with this (it doesn't work with GenericHUD either), so it's function is built-in.
TAF_Reset oxp isn't needed with this, it's functions are built-in. TAF reset function kicks in when docked, Witching to a new system, and when Condition Red. Unless you use time acceleration, you won't notice.
INSTALLATION:
Remove all HUD oxps that replace the standard HUD (including GenericHUD and older MilHUD), TAF_Reset and Target Reticule from your AddOns directory, and drop this in. Simple as that. Full functionality will kick in as soon as you launch.
Credit where it's due:
This uses a modified version of Thargoid's script used in GenericHUD.
=========================================================================================
Grab it here, give it a spin around Reidquat, and tell me what you think.
MilHUD 3.4 by Wyvern - Based on GenericHUD by KW and Thargoid, and MilHUD 3.1 by Wyvern
Oolite version: 1.74+
=======================================================================================
This is a mode-switching version of MilHUD 3.1, displaying HUD "modes" depending on condition.
MODES: (See included screenshots)
- Docked: All instruments disabled when docked, except the clock and missile/mine display.
- Green: Gun pippers switched off, reticule sensetivity disabled; scanner, zoom, and sights turn green. A good indicator that you're clear to engage Supercruise.
- Yellow: A basic sniper gun pipper appears, reticule sensetivity disabled; scanner, zoom, and sights turn yellow. Masslocked, could be hostiles around. If you want to get in a pre-emptive strike, this mode lets you.
- Red: Gun pipper swiches to advanced mode, reticule sensetivity enabled; zoom and sights turn red, scanner takes on high-contrast blue-green. This is full combat mode, time to kick some ass.
- Critical: Gun pipper, reticule sensetivity, and most instruments disabled. A warning message appears. If you see this, then your shields are down, you're out of energy, and you're about to take a sudden, unwelcome spacewalk. Yank the eject handle.
=========================================================================================
Target Reticule oxp doesn't work with this (it doesn't work with GenericHUD either), so it's function is built-in.
TAF_Reset oxp isn't needed with this, it's functions are built-in. TAF reset function kicks in when docked, Witching to a new system, and when Condition Red. Unless you use time acceleration, you won't notice.
INSTALLATION:
Remove all HUD oxps that replace the standard HUD (including GenericHUD and older MilHUD), TAF_Reset and Target Reticule from your AddOns directory, and drop this in. Simple as that. Full functionality will kick in as soon as you launch.
Credit where it's due:
This uses a modified version of Thargoid's script used in GenericHUD.
=========================================================================================
Grab it here, give it a spin around Reidquat, and tell me what you think.
Running Oolite buttery smooth & rock stable w/ tons of eyecandy oxps on:
ASUS Prime X370-A
Ryzen 5 1500X
16GB DDR4 3200MHZ
128GB NVMe M.2 SSD (Boot drive)
1TB Hybrid HDD (For software and games)
EVGA GTX-1070 SC
1080P Samsung large screen monitor
ASUS Prime X370-A
Ryzen 5 1500X
16GB DDR4 3200MHZ
128GB NVMe M.2 SSD (Boot drive)
1TB Hybrid HDD (For software and games)
EVGA GTX-1070 SC
1080P Samsung large screen monitor
- JazHaz
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Thanks for doing this, MilHUD has been my HUD of choice for a while now.
JazHaz
Thanks to Gimi, I got an eBook in my inbox tonight (31st May 2014 - Release of Elite Reclamation)!Gimi wrote:Maybe you could start a Kickstarter Campaign to found your £4500 pledge.drew wrote:£4,500 though! <Faints>
Cheers,
Drew.
- JazHaz
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Re: Release: Switching MilHUD
Hmm! This means I can't cheat any more by stopping big pirate groups from locking onto me at high TAF!Cmdr Wyvern wrote:TAF_Reset oxp isn't needed with this, it's functions are built-in. TAF reset function kicks in when docked, Witching to a new system, and when Condition Red. Unless you use time acceleration, you won't notice.)
EDIT: will have to use the Cloaking Device more, instead!
JazHaz
Thanks to Gimi, I got an eBook in my inbox tonight (31st May 2014 - Release of Elite Reclamation)!Gimi wrote:Maybe you could start a Kickstarter Campaign to found your £4500 pledge.drew wrote:£4,500 though! <Faints>
Cheers,
Drew.
- Cmdr Wyvern
- ---- E L I T E ----
- Posts: 1649
- Joined: Tue Apr 11, 2006 1:47 am
- Location: Somewhere in the great starry void
Re: Release: Switching MilHUD
Isn't that a PITA? But that's what E-bombs, Q-bombs, and U-bombs are made for, don't you know. After all, you won't get to ***ELITE*** by running away.JazHaz wrote:Hmm! This means I can't cheat any more by stopping big pirate groups from locking onto me at high TAF!Cmdr Wyvern wrote:TAF_Reset oxp isn't needed with this, it's functions are built-in. TAF reset function kicks in when docked, Witching to a new system, and when Condition Red. Unless you use time acceleration, you won't notice.)
EDIT: will have to use the Cloaking Device more, instead!
Running Oolite buttery smooth & rock stable w/ tons of eyecandy oxps on:
ASUS Prime X370-A
Ryzen 5 1500X
16GB DDR4 3200MHZ
128GB NVMe M.2 SSD (Boot drive)
1TB Hybrid HDD (For software and games)
EVGA GTX-1070 SC
1080P Samsung large screen monitor
ASUS Prime X370-A
Ryzen 5 1500X
16GB DDR4 3200MHZ
128GB NVMe M.2 SSD (Boot drive)
1TB Hybrid HDD (For software and games)
EVGA GTX-1070 SC
1080P Samsung large screen monitor
I'd offer the same comment concerning the script usage here as with the generic HUD. To save repeating or quoting myself, see here.
Using the script as a player ship script rather than a worldScript is probably a better way of doing it, albeit one that's slightly more complex to install.
Using the script as a player ship script rather than a worldScript is probably a better way of doing it, albeit one that's slightly more complex to install.
My OXPs via Boxspace or from my Wiki pages .
Thargoid TV
Dropbox Referral Link
Thargoid TV
Dropbox Referral Link
- Cmdr Wyvern
- ---- E L I T E ----
- Posts: 1649
- Joined: Tue Apr 11, 2006 1:47 am
- Location: Somewhere in the great starry void
There seems to be a demand for it, so...
bumpity-bump-bump.
bumpity-bump-bump.
Running Oolite buttery smooth & rock stable w/ tons of eyecandy oxps on:
ASUS Prime X370-A
Ryzen 5 1500X
16GB DDR4 3200MHZ
128GB NVMe M.2 SSD (Boot drive)
1TB Hybrid HDD (For software and games)
EVGA GTX-1070 SC
1080P Samsung large screen monitor
ASUS Prime X370-A
Ryzen 5 1500X
16GB DDR4 3200MHZ
128GB NVMe M.2 SSD (Boot drive)
1TB Hybrid HDD (For software and games)
EVGA GTX-1070 SC
1080P Samsung large screen monitor
Please add details of your HUD here:
http://wiki.alioth.net/index.php/OXP_Enhancements
I too use MilHUD (and TAF reset). I'll try this out now. Thanks for writing it.
http://wiki.alioth.net/index.php/OXP_Enhancements
I too use MilHUD (and TAF reset). I'll try this out now. Thanks for writing it.
- Cmdr Wyvern
- ---- E L I T E ----
- Posts: 1649
- Joined: Tue Apr 11, 2006 1:47 am
- Location: Somewhere in the great starry void
I added the download link to MilHUD's wiki pagemcarans wrote:Please add details of your HUD here:
http://wiki.alioth.net/index.php/OXP_Enhancements
I too use MilHUD (and TAF reset). I'll try this out now. Thanks for writing it.
Running Oolite buttery smooth & rock stable w/ tons of eyecandy oxps on:
ASUS Prime X370-A
Ryzen 5 1500X
16GB DDR4 3200MHZ
128GB NVMe M.2 SSD (Boot drive)
1TB Hybrid HDD (For software and games)
EVGA GTX-1070 SC
1080P Samsung large screen monitor
ASUS Prime X370-A
Ryzen 5 1500X
16GB DDR4 3200MHZ
128GB NVMe M.2 SSD (Boot drive)
1TB Hybrid HDD (For software and games)
EVGA GTX-1070 SC
1080P Samsung large screen monitor
Ok cool. I have added your name as author to http://wiki.alioth.net/index.php/OXP_Enhancements
Just been playing with the HUD. It's great. I like the way you integrated TAF reset.
Just been playing with the HUD. It's great. I like the way you integrated TAF reset.
Hey new here on the forum.
I was wondering if it would be possible to put an in script.js, if TAF<1.0 don't reset it or if >1.0 do reset when targeted in . Sometimes I like to slow things down to aim my shots better and dodge. When the TAF gets reset it suddenly goes quite fast in the meantime. If not in the next version perhaps a code example so I might change it myself.
I was wondering if it would be possible to put an in script.js, if TAF<1.0 don't reset it or if >1.0 do reset when targeted in . Sometimes I like to slow things down to aim my shots better and dodge. When the TAF gets reset it suddenly goes quite fast in the meantime. If not in the next version perhaps a code example so I might change it myself.
Code: Select all
if(timeAccelerationFactor > 1) { timeAccelerationFactor = 1; }
My OXPs via Boxspace or from my Wiki pages .
Thargoid TV
Dropbox Referral Link
Thargoid TV
Dropbox Referral Link
Does this look ok?
Code: Select all
case 3: // we're at red alert
{
if(player.alertHostiles && player.ship.energy > 108) // and under attack and not using the damaged HUD
{
player.ship.hud = "milhudred.plist"; // set the combat HUD
if(timeAccelerationFactor > 1) { timeAccelerationFactor = 1; // Insure TAF is off when player is attacked.
}
}
break;
}
}
Last edited by Dustin542 on Fri Sep 17, 2010 5:51 am, edited 2 times in total.
That will only trigger the red milHUD if you're at TAF > 1 (and at red alert and with non-critical energy levels). If you're at TAF 1 or below then the if statement won't be fulfilled.
Remember that in the given case ALL factors in the if statement must be true for the code associated with it to trigger (&& is the logical AND statement in JS). I'm not sure that's quite what you want - sometimes it is better to use seperate (embedded or sequential as appropriate) if statements to do different functions. You risk merging the requirements for TAF with the setting of red milHUD, which you don't want I think.
For example if you remove the timeAccelerationFactor check from the if (restore it to how it was before) but add the whole line I quoted originally to where you have timeAccelerationFactor = 1.0; in your code it will check the TAF independently and reset it when the red milHUD is displayed.
Remember that in the given case ALL factors in the if statement must be true for the code associated with it to trigger (&& is the logical AND statement in JS). I'm not sure that's quite what you want - sometimes it is better to use seperate (embedded or sequential as appropriate) if statements to do different functions. You risk merging the requirements for TAF with the setting of red milHUD, which you don't want I think.
For example if you remove the timeAccelerationFactor check from the if (restore it to how it was before) but add the whole line I quoted originally to where you have timeAccelerationFactor = 1.0; in your code it will check the TAF independently and reset it when the red milHUD is displayed.
My OXPs via Boxspace or from my Wiki pages .
Thargoid TV
Dropbox Referral Link
Thargoid TV
Dropbox Referral Link
For the code snippet you've got an extra } at the bottom (indenting is your friend here). There are 3x { and 4x } .
Aside from that it looks fine. It will trigger the red milHUD as before, but if the red milHUD is triggered (and only then) it will then separately check if TAF > 1 and cap that to TAF = 1 too.
It's not quite TAF is off, as if TAF < 1 (time is slowed) then that state will continue. But I don't think you would object to that, it's just accelerated time that you don't want in combat.
Aside from that it looks fine. It will trigger the red milHUD as before, but if the red milHUD is triggered (and only then) it will then separately check if TAF > 1 and cap that to TAF = 1 too.
It's not quite TAF is off, as if TAF < 1 (time is slowed) then that state will continue. But I don't think you would object to that, it's just accelerated time that you don't want in combat.
My OXPs via Boxspace or from my Wiki pages .
Thargoid TV
Dropbox Referral Link
Thargoid TV
Dropbox Referral Link