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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Minimap
Winterous wrote: Aah McCain, you've done it again. i lol'd this is possibly one of the most awesome things ever. needs to be in a giant command room though.
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Thu Jun 25, 2009 6:56 am |
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Roon3
Joined: Sun May 11, 2008 12:50 pm Posts: 899
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Re: Minimap
Oh wow. nice work! I might sprite something radar-ish later today.
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Thu Jun 25, 2009 7:19 am |
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shadow
Joined: Mon Jan 12, 2009 10:16 pm Posts: 310 Location: England
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Re: Minimap
Prod wrote: This is why I'd choose Grif to be a content dev over Numgun. I'm dling this. Agreed, this is awesome. Grif your one of the best moders ever for this.
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Thu Jun 25, 2009 7:24 am |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: Minimap
So besides a more radar-like sweep and appearance, any suggested features? Such as, for example, adding a dot to indicate whether an actor's firing, or something like that.
Also, anyone who'd like to propose a way to map terrain out, that'd be GRAND.
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Thu Jun 25, 2009 7:37 am |
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shadow
Joined: Mon Jan 12, 2009 10:16 pm Posts: 310 Location: England
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Re: Minimap
Have a downward sweep of invisible particles every (Insert time period here), then use Lua to show it on the map.
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Thu Jun 25, 2009 7:47 am |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: Minimap
Have the minimap have a set team which is the nearest actor on creation.
Use that to determine colors.
Also, have a blip to show that a unit is attacking your brain, by GetMOIDPixel run on the X and Y coordinates of the AI waypoint, and sent to GetMOFromID then the MO is checked for brain ness and team.
@The above The lag would be horrific. At least just use lua functions desgined to find terrain. Anyway, I just realized. If all you want is a minimalistic surface scan, just use find altitude from a Y of 0, and at intervals of SceneMan.SceneDim.X/self.scry. Have it only run find altitude over a few intervals every tick. You get a basic surface scan, capable of showing ground level.
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Thu Jun 25, 2009 7:56 am |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: Minimap
Would that show caves and etc, though? Or roofs over areas.
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Thu Jun 25, 2009 7:58 am |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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Re: Minimap
However you try to implement the terrain on the minimap, I don't think that active updating is necessary. Just get an initial shape of the terrain on the map and that would be enough. The minimap isn't large enough anyway to really matter for checking terrain changes since the map start.
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Thu Jun 25, 2009 8:03 am |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: Minimap
No cave showing, but you can fix that by running a second scan somewhere below where the terrain of the first scan was, and if it hits ground, just scan lower. But then the lag doubles. I'm actually not sure how much lag a FindAltitude call does. EDIT: If you don't mind the lag, just scan, move down, scan, move down in some sort of loop until you reach the bottom.
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Thu Jun 25, 2009 8:05 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Minimap
a line that would rotate in accordance with the actors aiming, and yeah, a dot from a ray cast to where the actor is aiming. some tricky raycasting and mosr rotating, or maybe even just MOSP frame chainging for the line. that would be neato. the surface scan would be awesome too.
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Thu Jun 25, 2009 8:07 am |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: Minimap
I think a scan at each screen pixel every 96 tiles (to cover bunkermodules) starting from the highest point on the scene should be good.
And not too laggy, on something like grasslands that's only around 300 checks.
(3000 / 72 ) * 7 or so.
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Thu Jun 25, 2009 8:08 am |
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Foa
Data Realms Elite
Joined: Wed Sep 05, 2007 4:14 am Posts: 3966 Location: Canadida
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Re: Minimap
Here is a dumb idea, a sonar tool.
Particle features ::HitMos = 0- GetHitByMos = 0
- Destroy(self) script
Map wants :: Red Dots = Red Affiliated Mos Green Dots = Green Affiliated Mos Purple Lines = Terrain Outline Yellow Dots = MiniMaps White Shapes = Harmful things
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Thu Jun 25, 2009 8:11 am |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: Minimap
Would it be possible to change the sprite to the projector from the maproom or the holoclone and have the information showed with light glows? It'd be a cosmetic change only, but I think it would look alright... Anyway, would it be possible to have a zoom level function of some sort?
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Thu Jun 25, 2009 8:19 am |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: Minimap
A zoom function actually would be possible, though I'd need to have some way of triggering it, and I hate specific keybindings.
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Thu Jun 25, 2009 8:20 am |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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Re: Minimap
What about a neat function that selects one of your actors that you click on via the minimap. Like a quick "go to this guy who is about to get raped over there" function.
Is it even possible to register mouse action on a bunker module?
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Thu Jun 25, 2009 8:22 am |
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