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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: Minimap
Not exactly. I could make it a selectable actor, then have movement presses move a selection cursor. Probably. Actually definitely. I'm just not sure how much I wanna work on it. Thought that honest does sound like a neat feature.
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Thu Jun 25, 2009 8:26 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
Grif wrote: A zoom function actually would be possible, though I'd need to have some way of triggering it, and I hate specific keybindings. I was thinking of using an invisible actor firing invisible Lua'd particles which served only to activate the zooming depending on invisible weapon used...
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Thu Jun 25, 2009 8:36 am |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: Minimap
Or just lua make an actor and check the controller state.
Oh, since terrain scan speed doesn't matter too much, you can just test around and see what setting to check per frame lags the least.
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Thu Jun 25, 2009 8:47 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 I'll probably make another version that's an actor (so selectable) with some of these fancy features, but for those who want to avoid selection clutter just have this module available.
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Thu Jun 25, 2009 8:53 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
I had another idea; a version where the radar only displays enemies within a certain are of your actors. So it only displays an enemy if it's somewhere near one of your actors...
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Thu Jun 25, 2009 8:56 am |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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Re: Minimap
411570N3 wrote: I had another idea; a version where the radar only displays enemies within a certain are of your actors. So it only displays an enemy if it's somewhere near one of your actors... I'll improve upon that idea. You place your radar. It shows nothing. Zilch. Nada. You have to place radar antennae/dishes (maybe actively build like Darkstorm turrets) at points around the map to "build" the full picture. This version could be used as the objective of a mission or something in order to pinpoint a certain objective! Possibilities are indeed without limit.
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Thu Jun 25, 2009 8:59 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
You can feel free to do that.
Proximity checks would actually make this lag more than it does (if it already does).
I think zooming, selection, and an indication of firing would be good.
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Thu Jun 25, 2009 9:02 am |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: Minimap
Display damaged actors as blinking or something. Possibly have a mode display switch. Find a way to show AI modes. Show dead/dying actors.
After running some quick tests,I found out you can ignore the stuff in the docs about lock scene, getmoidpixel works fine, so highlight brain attackers idea will work.
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Thu Jun 25, 2009 9:09 am |
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Morbo!!!
Joined: Sun Dec 09, 2007 3:08 pm Posts: 481 Location: Islamic Republic of Bradistan, Yorkshire, England
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Re: Minimap
Maybe make a sensor array that is required for the radar to function, and if it's destroyed it de-activates the map?
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Thu Jun 25, 2009 9:46 am |
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piipu
Joined: Mon Jun 30, 2008 9:13 pm Posts: 499 Location: Finland
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Re: Minimap
Proximity checks won't lag if you do it (actor1.Pos - actor2.Pos).Magnitude. The least laggiest method of terrain scanning would be spawning MOPixels at the top of the screen every (SceneMan.Scene.Width / width of the screen) pixels and checking their altitude. You wouldn't see caves, but the screen is so small, it's already pretty cramped without a lot of terrain pixels.
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Thu Jun 25, 2009 10:03 am |
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1nfernal
Joined: Wed May 20, 2009 10:06 am Posts: 163 Location: Sweden
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Re: Minimap
Yes! I can finally complete my evil control room! Now those pesky invaders won't be able to sneak into my base!
Seriously, awesome work, you might not be god (Data), but you sure are a Demigod among men
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Thu Jun 25, 2009 10:08 am |
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Winterous
Joined: Tue Jul 03, 2007 12:33 am Posts: 1275 Location: Elsewhere.
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Re: Minimap
Got an idea for terrain detection. It doesn't need to be EXACT OGM!
You could just have it 'refresh' every, 5 seconds? Every refresh interval, it checks at given intervals (like you said Grif) for terrain, by whatever method, and forms a rough picture of the terrain. If the intervals were the same size as the gap in your average bunker module, it would map the tunnels fairly well.
Then you'd get a dot-map.
Attachments:
File comment: So, sorta like this, but with more dots and more noticeable gaps.
untitled.JPG [5.26 KiB]
Not downloaded yet
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Thu Jun 25, 2009 10:42 am |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: Minimap
ITT, more proof that Grif delivers.
Good stuff man, good stuff indeed.
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Thu Jun 25, 2009 10:54 am |
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IceSilver
Joined: Fri May 29, 2009 10:53 am Posts: 117
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Re: Minimap
Winterous wrote: Aah McCain, you've done it again. HI FIVE!
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Thu Jun 25, 2009 12:37 pm |
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IceSilver
Joined: Fri May 29, 2009 10:53 am Posts: 117
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Re: Minimap
LowestFormOfWit wrote: 411570N3 wrote: I had another idea; a version where the radar only displays enemies within a certain are of your actors. So it only displays an enemy if it's somewhere near one of your actors... I'll improve upon that idea. You place your radar. It shows nothing. Zilch. Nada. You have to place radar antennae/dishes (maybe actively build like Darkstorm turrets) at points around the map to "build" the full picture. This version could be used as the objective of a mission or something in order to pinpoint a certain objective! Possibilities are indeed without limit. or better yet, RADAR GRENADES!!!
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Thu Jun 25, 2009 12:41 pm |
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