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Author Topic: VektorBoson's satellite mod  (Read 4812 times)

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Offline Blanco

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Re:VektorBoson's satellite mod
« Reply #45 on: 19 Jul 2004, 20:18:30 »
lol, her name is Mary

Mary tells you if tracked unit is a hostile/ friendly / empty tank, heli, car, plane or ship.
Soldiers are just tracked as human, because there nothing in a man's body that makes him hostile or friendly. If you want to see it changed it not difficult to do.

About the tracking issue...

Yes, I hope it's fast enough.














 

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rOk

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Re:VektorBoson's satellite mod
« Reply #46 on: 20 Jul 2004, 14:31:32 »
Sounds perfect!

Offline Blanco

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Re:VektorBoson's satellite mod
« Reply #47 on: 20 Jul 2004, 16:19:54 »
yeah, a open laptop sounds great, DBR_ONIX !

This script is getting big, (5Mb unzipped, that big for a script) due the sounds and stuff, so I was thinking to put all sounds in a seperate pbo in a later stage, maybe together with the new laptop.
I'm already working on a new monitor and merged it in the dialog, (first time I'm doing this  :P)
ingame picture
The buttons are not on the right place yet ,it's just a quick test, the last thing I did last night.

I've tested updating the allobjects list with the tracking button, seems to work fine.

   
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rOk

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Re:VektorBoson's satellite mod
« Reply #48 on: 20 Jul 2004, 17:42:53 »
What sound format are you using?
Hope it's not wav.

Offline Blanco

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Re:VektorBoson's satellite mod
« Reply #49 on: 20 Jul 2004, 17:59:01 »
no, it's wss,but more than 20 sound files  :)
I think i gonna lower the quality...
« Last Edit: 20 Jul 2004, 18:01:59 by Blanco »
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rOk

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Re:VektorBoson's satellite mod
« Reply #50 on: 20 Jul 2004, 18:53:28 »
Either that or mono, I'd go with the latter.
Most people wouldn't even notice the difference and you'd be shaving 50% off the size.
Hope .wss isn't mono already, I don't really know much about it.
« Last Edit: 20 Jul 2004, 18:58:00 by rOk »

Offline Blanco

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Re:VektorBoson's satellite mod
« Reply #51 on: 20 Jul 2004, 19:00:51 »
it's 44100 Khz, 16-bit, Mono

I will make it 22050Khz

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Offline Blanco

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Re:VektorBoson's satellite mod
« Reply #52 on: 22 Jul 2004, 16:55:53 »
DBR_ONIX check UR mail, please.

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DBR_ONIX

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Re:VektorBoson's satellite mod
« Reply #53 on: 22 Jul 2004, 19:17:11 »
;D
You can all download it on Mr Smilie >> :)
(2.25MB .zip)
Right click save as, I suppose :)

Not tested it yet, but it's all there :)

Have fun :D
- Ben
« Last Edit: 22 Jul 2004, 19:18:40 by DBR_ONIX »

Offline Blanco

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Re:VektorBoson's satellite mod
« Reply #54 on: 23 Jul 2004, 18:10:51 »
2 Notes about the testmission :

I forgot to delete 3 test RADIOtriggers.
The trigger named SAT_list is the only one you need.

About this :
Quote
Just had an idea... how about, a bar along the bottom of the screen, with dull green shapes of a person, car, tank, plane, and a heli, and if the selected unit is a person, it lights up the person icon..?

Like I said, I'm still learning dialogs,but I've already put pictures in dialogs and I'm making a new monitor for the satellite.
First thing I tried is, to replace the red tracking dot with a flickering lamp on the right border.
Here's a pic made in photoshop
http://img75.photobucket.com/albums/v228/blanco2/SAT/Satmonitor2.jpg
The red lamp is already on the frame, the red glow is a layer.
The vertical rectangle above the lamp is were the slider should come, below the lamp are the directions buttons
The frame is not the problem, the red glow is.
It always appears under the framepic, can you place two pictures over eachother in a dialog? Is there a way to arange the different layers like you can in Photoshop?  ???

Also, I never have the same quality as in Photoshop, even when I split it in four pieces, so I can keep the diminsions relative high (265*265)
And the colors are always 20% brighter ingame than in Photoshop  :-\

Btw : Do you like the layout?





 

 



« Last Edit: 23 Jul 2004, 18:17:46 by Blanco »
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rOk

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Re:VektorBoson's satellite mod
« Reply #55 on: 26 Jul 2004, 19:56:12 »
Excellent work, Blanco.

Mary is all I thought she'd be-lol.

But on a more serious note:
I think you posted in the official forums that it's not MP compatible. Any new breakthroughs or workarounds regarding that?

Like the new layout.
Have fun

Offline Blanco

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Re:VektorBoson's satellite mod
« Reply #56 on: 26 Jul 2004, 20:26:39 »
No ,

- I need to make the variable for the user local and transport it to the other scripts, because right now there can only be one SATuser.
- A SATmarker and camlogic for each side.
- The voices will be heard by every player too with playsound...
- Maybe some other things I don't know now...

Hmmm... MPscripting is not easy... :P





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rOk

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Re:VektorBoson's satellite mod
« Reply #57 on: 27 Jul 2004, 06:56:59 »
Quote
- I need to make the variable for the user local and transport it to the other scripts, because right now there can only be one SATuser.

That's how I intended to use it anyways-just for he commander.

Quote
- A SATmarker and camlogic for each side.

West only uses it.

Quote
- The voices will be heard by every player too with playsound...

You can camouflage it like radio chat-just add some noise at the beginning and the end of sounds.
I know it's not perfect, but it's the best I can come up with.


Have fun.

Offline Blanco

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Re:VektorBoson's satellite mod
« Reply #58 on: 27 Jul 2004, 17:05:19 »
oh, I thought you wanted to make some kind of satellite versus satellite map...  :)
Hmm, That make things a lot easier.

About the playsound issue :

You can always use the say command where the camlogic is the speaker.
I think it will be better to make a SP and MP version, but let me finish the SP version first.



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rOk

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Re:VektorBoson's satellite mod
« Reply #59 on: 27 Jul 2004, 18:03:17 »
Well, good news is i succesfully integrated spectating script from Kegetys and VektorBoson's satellite script, so I'm quite eager on integrating yours too.

Quote
oh, I thought you wanted to make some kind of satellite versus satellite map...  
No, no the enemy have other tricks up their sleeve  ;D

Quote
You can always use the say command where the camlogic is the speaker.

Any chance of syntax on that?  ::)


And I have a really cool idea.
Except the key script doesn't work as advertised.  :-\

Code: [Select]
;Setup Perimeter by Grendel
;causes AI in group to form a circle facing outwards
;Commander Init=>player addaction ["Setup perimeter","Perimeter.sqs"]

pgroup = group player
_groupnum=(count units _pgroup)
_grouparray=units _pgroup

_deg=0
_splitdeg=360/(_groupnum-1)
_range=15
_pos=getpos player
_px=_pos select 0
_py=_pos select 1

#top
_groupnum=_groupnum-1
?(_groupnum<0):exit
_pman=_grouparray select _groupnum
;skip player
?(_pman==player):goto "top"

_deg=_deg+_splitdeg
_movex=_px+(_range*(sin(_deg)))
_movey=_py+(_range*(cos(_deg)))

_watchx=_px+((_range*2)*(sin(_deg)))
_watchy=_py+((_range*2)*(cos(_deg)))


_pman domove [_movex,_movey,0]
_pman dowatch [_watchx,_watchy,1]

goto "top"

the loons (if any exist in group) should set up a perimeter around the commander when he is immobile and watching the sat info, but they don't.
But it would be nice if you'd make it work and integrate it into your script.

Not trying to overload you, far from that, it would just simply be a nice feature.
Anyways you've done a great job on the script and it's great as it is, so no problem if you won't like it.


Have fun
« Last Edit: 27 Jul 2004, 18:10:08 by rOk »