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Author Topic: Remotedata.sqs - Time to fly like a couple of eagles?  (Read 489 times)

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Sneaker

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commenting on the script by The_Argyll  .
http://www.ofpec.com/editors/resource_view.php?id=698

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Ive tried out this script just flying about (ive used helicopters as it was designed) in Multiplayer and it really does help.
It means you can use the radio for more important things than relaying your speed heading etc.

If your not using voice comms, then its even better, since it will allow you too keep formation with your wingman - even if it was so foggy you cant see each other 20 metres away.

Its not limited to multiplayer either. AI cant relay things like that, so would make things like foggy or low light formation attacks and such like possible in single player while playing in vetran mode. This could be coupled with parallel feautures within the mission for example the attack will not go ahead until both aircraft are within x distance of the objective and y distance of each other. Making objectives and waypoints tie in with the information the script is describing would lead to a great experience.

Also the fact that it would work fine with Fixed wing aircraft makes it even better.
Ive not tested it with other (i.e ground) vehichles yet but i cant see any problems with that. Because it checks to make sure you are not in the same vehichle, there should be no problems and it doesnt matter if you were gunner/driver etc.  

The script is laid out neatly, so elements of the script can be modified depending on the mission makers requirements -  for example to remove mission time - without too much hassle if you are comfortable using scripts.

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My only fault with it is the fact that it can only deal with the two Aircraft or vehicles. I can see the problem with relative bearings:
If you have say 4 aircraft named A B C D you need A to B A to C A TO D, B to C etc, which would all get very confusing trying to read unlesss you had an extremley good layout system to display it.

The only solution i could think of for ease of use as it is at the moment:
If you can lay out the other informaion, i.e speed , heading etc , for more than 2 Aircraft or vehicles in an easy to follow way as has been done for currently up to 2 players; You could have an element that detects wether the group has more than two units, and only have the Relative bearing to the group leader from each chopper (or other vehicle).

And i also see the possible problem, what if there are 3 or 4 people in a group, and two are in one tank/chopper and 1 or 2 is in another.
Would there be a problem created because two of them being in the same vehichle. I dont think they would, as long as you made sure the script only inititialises the display info for the one of the two crew in this situation.
i.e you could make _veh the info carrier as long as _player was in _veh. Im not sure.  

But these are both hypothetical asuming the script was designed for more than 2 players , which is isnt in its current form.

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Although by no means an awsome script in its current form, in its intended use it works very well indeed  :)

The possibilities are quite exciting. One example would be to work in collision detection if you got to close to your wingman, you get a warning.
Coulpled with the feautues youve outlined for future versions its looking pretty sweet  ;D

Thoughts?
« Last Edit: 19 Sep 2004, 12:04:02 by Sneaker »

The_argyll

  • Guest
Re:Remotedata.sqs - Time to fly like a couple of eagles?
« Reply #1 on: 19 Sep 2004, 14:04:02 »
Thanks for the feedback, as I've said, I will be streamlining the code. I dont think you can run multiple instances of the script, as I believe Hints are sent to all players. I did have a beta supporting upto 4 units, it did however get quite clustered on the screen. I could code it to display various information using the action menu. But there seems to be problems with AddAction when you are  in a vehicle. Anyway, thanks for the feedback, the more I get the better the script gets.