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Mike Substelny

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Reply with quote  #31 
Quote:
Originally Posted by ryleyra
I'm assuming that means that Comms buttons appear in the same space that Audio used to use.


Actually, no. Instead the text message waterfall is in that space to the right showing abbreviated versions of the messages. The script-spawned buttons are to the left. In the top center are control buttons that let the Comms Officer filter the messages. Below the filters is a large space to view expanded messages that the Comms Officer has selected.



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ryleyra

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Reply with quote  #32 
Quote:
Originally Posted by Mike Substelny

Actually, no. Instead the text message waterfall is in that space to the right showing abbreviated versions of the messages. The script-spawned buttons are to the left. In the top center are control buttons that let the Comms Officer filter the messages. Below the filters is a large space to view expanded messages that the Comms Officer has selected.


Oo, redesigned interface. More like an email reader, I'm thinking.

Xavier Wise

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Reply with quote  #33 
Are the comms buttons similar to GM buttons in terms of the menus they create? i.e. if i set a comms button as "Artemis\Hail station" will it create a menu, or will it just have a comms button with that name?

Artemis
--->Hail station

or 

Artemis\Hail station

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ryleyra

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Reply with quote  #34 
I'm guessing no, but I'll let Mike clarify.

Actually, the buttons added are visually part of the existing Comms menu interface, so for consistency, the buttons SHOULD be part of a menu and not standalone. I'm not sure if I just missed that implication.

Hopefully I'm not violating any NDA or anything ([biggrin]) and I apologize for reposting it without asking for permission, but MarkBell sent me this:

3313578.png

A new button would be added under "Other Ship", presumably with the keyboard shortcut "5". But again, that's just an assumption on my part.

I suppose it also depends on if the menu opens to the right or "drops down" or replaces the existing buttons like a dropdown menu.


Mike Substelny

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Reply with quote  #35 
Every Comms button is a standalone, but you can still do what you are describing using code. For example, here is some code from The Hexaplex Vortex whereby Comms can issue jump orders to a squadron of allied Ximni ships:

Quote:


 <event name="Orders to Live Sword Squadron">
    <if_variable name="sword_dead" comparator="EQUALS" value="0"/>
    <if_comms_button text="Jump Orders to Sword Squadron"/>
    <clear_comms_button text="Jump Orders to Sword Squadron" sideValue="2"/>
    <set_comms_button text="Sword Squadron no jump orders at this time." name="Hastings" player_slot="0"/>
    <set_comms_button text="Sword Squadron Jump to DS1" name="Hastings" player_slot="0"/>
    <set_comms_button text="Sword Squadron Jump to DS3" name="Hastings" player_slot="0"/>
    <set_comms_button text="Sword Squadron Jump to Attack Formation" name="Hastings" player_slot="0"/>
    <set_comms_button text="Sword Squadron Jump to Defense Formation" name="Hastings" player_slot="0"/>
    <incoming_comms_text sideValue="2" from="Sword Squadron" type="FRIEND">Sword Squadron standing by to Jump.</incoming_comms_text>
  </event>

 <event name="Orders to Live Sword Squadron">
    <if_variable name="sword_dead" comparator="EQUALS" value="0"/>
    <if_comms_button text="Jump Orders to Sword Squadron"/>
    <clear_comms_button text="Jump Orders to Sword Squadron" sideValue="2"/>
    <set_comms_button text="Sword Squadron no jump orders at this time." name="Hastings" player_slot="0"/>
    <set_comms_button text="Sword Squadron Jump to DS1" name="Hastings" player_slot="0"/>
    <set_comms_button text="Sword Squadron Jump to DS3" name="Hastings" player_slot="0"/>
    <set_comms_button text="Sword Squadron Jump to Attack Formation" name="Hastings" player_slot="0"/>
    <set_comms_button text="Sword Squadron Jump to Defense Formation" name="Hastings" player_slot="0"/>
    <incoming_comms_text sideValue="2" from="Sword Squadron" type="FRIEND">Sword Squadron standing by to Jump.</incoming_comms_text>
  </event>

 <event name="No Orders for Sword Squadron">
    <if_comms_button text="Sword Squadron no jump orders at this time."/>
    <clear_comms_button text="Sword Squadron no jump orders at this time." name="Hastings" player_slot="0"/>
    <clear_comms_button text="Sword Squadron Jump to DS1" name="Hastings" player_slot="0"/>
    <clear_comms_button text="Sword Squadron Jump to DS3" name="Hastings" player_slot="0"/>
    <clear_comms_button text="Sword Squadron Jump to Attack Formation" name="Hastings" player_slot="0"/>
    <clear_comms_button text="Sword Squadron Jump to Defense Formation" name="Hastings" player_slot="0"/>
    <incoming_comms_text sideValue="2" from="Sword Squadron" type="FRIEND">Acknowledged. Let us know when you need us to jump.</incoming_comms_text>
    <set_comms_button text="Jump Orders to Sword Squadron" name="Hastings" player_slot="0"/>
  </event>

 <event name="Order Sword Squadron Jump DS1">
    <if_comms_button text="Sword Squadron Jump to DS1"/>
    <clear_comms_button text="Sword Squadron no jump orders at this time." name="Hastings" player_slot="0"/>
    <clear_comms_button text="Sword Squadron Jump to DS1" name="Hastings" player_slot="0"/>
    <clear_comms_button text="Sword Squadron Jump to DS3" name="Hastings" player_slot="0"/>
    <clear_comms_button text="Sword Squadron Jump to Attack Formation" name="Hastings" player_slot="0"/>
    <clear_comms_button text="Sword Squadron Jump to Defense Formation" name="Hastings" player_slot="0"/>
    <incoming_comms_text sideValue="2" from="Sword Squadron" type="FRIEND">Jump drive is spooling up.</incoming_comms_text>
    <set_timer name="sword_jump_timer" seconds="10"/>
    <set_variable name="sword_jump" value="1"/>
  </event>

 <event name="Execute Sword Squadron Jump DS1">
    <if_timer_finished name="sword_jump_timer"/>
    <if_variable name="sword_jump" comparator="=" value="1"/>
    <set_relative_position name1="DS1" name2="Sabre" angle="0" distance="1500"/>
    <set_object_property name="Sabre" property="angle" value="3.14159"/>
    <set_relative_position name1="DS1" name2="Scimitar" angle="180" distance="1500"/>
    <set_object_property name="Scimitar" property="angle" value="0"/>
    <play_sound_now filename="WarpTravel.wav"/>
    <set_comms_button text="Jump Orders to Sword Squadron" name="Hastings" player_slot="0"/>
    <set_variable name="sword_jump" value="0"/>
    <incoming_comms_text sideValue="2" from="Sword Squadron" type="FRIEND">Jump complete. Patroling near DS1 awaiting further orders.</incoming_comms_text>
  </event>

 <event name="Order Sword Squadron Jump DS3">
    <if_comms_button text="Sword Squadron Jump to DS3"/>
    <clear_comms_button text="Sword Squadron no jump orders at this time." name="Hastings" player_slot="0"/>
    <clear_comms_button text="Sword Squadron Jump to DS1" name="Hastings" player_slot="0"/>
    <clear_comms_button text="Sword Squadron Jump to DS3" name="Hastings" player_slot="0"/>
    <clear_comms_button text="Sword Squadron Jump to Attack Formation" name="Hastings" player_slot="0"/>
    <clear_comms_button text="Sword Squadron Jump to Defense Formation" name="Hastings" player_slot="0"/>
    <incoming_comms_text sideValue="2" from="Sword Squadron" type="FRIEND">Jump drive is spooling up.</incoming_comms_text>
    <set_timer name="sword_jump_timer" seconds="10"/>
    <set_variable name="sword_jump" value="2"/>
  </event>

 <event name="Execute Sword Squadron Jump DS3">
    <if_timer_finished name="sword_jump_timer"/>
    <if_variable name="sword_jump" comparator="=" value="2"/>
    <set_relative_position name1="DS3" name2="Sabre" angle="0" distance="1500"/>
    <set_object_property name="Sabre" property="angle" value="3.14159"/>
    <set_relative_position name1="DS3" name2="Scimitar" angle="180" distance="1500"/>
    <set_object_property name="Scimitar" property="angle" value="0"/>
    <play_sound_now filename="WarpTravel.wav"/>
    <set_comms_button text="Jump Orders to Sword Squadron" name="Hastings" player_slot="0"/>
    <set_variable name="sword_jump" value="0"/>
    <incoming_comms_text sideValue="2" from="Sword Squadron" type="FRIEND">Jump to DS3 complete. Awaiting further orders.</incoming_comms_text>
  </event>

 <event name="Order Sword Squadron Jump to Attack Formation">
    <if_comms_button text="Sword Squadron Jump to Attack Formation"/>
    <clear_comms_button text="Sword Squadron no jump orders at this time." name="Hastings" player_slot="0"/>
    <clear_comms_button text="Sword Squadron Jump to DS1" name="Hastings" player_slot="0"/>
    <clear_comms_button text="Sword Squadron Jump to DS3" name="Hastings" player_slot="0"/>
    <clear_comms_button text="Sword Squadron Jump to Attack Formation" name="Hastings" player_slot="0"/>
    <clear_comms_button text="Sword Squadron Jump to Defense Formation" name="Hastings" player_slot="0"/>
    <incoming_comms_text sideValue="2" from="Sword Squadron" type="FRIEND">Jump drive is spooling up.</incoming_comms_text>
    <set_timer name="sword_jump_timer" seconds="10"/>
    <set_variable name="sword_jump" value="3"/>
  </event>

 <event name="Execute Sword Squadron Attack Formation">
    <if_timer_finished name="sword_jump_timer"/>
    <if_variable name="sword_jump" comparator="=" value="3"/>
    <set_relative_position name1="Hastings" name2="Sabre" angle="22" distance="2692"/>
    <copy_object_property name1="Hastings" name2="Sabre" property ="angle"/>
    <addto_object_property name="Sabre" property="angle" value="3*3.14159/2"/>
    <set_relative_position name1="Hastings" name2="Scimitar" angle="-22" distance="2692"/>
    <copy_object_property name1="Hastings" name2="Scimitar" property ="angle"/>
    <addto_object_property name="Scimitar" property="angle" value="3.14159/2"/>
    <play_sound_now filename="WarpTravel.wav"/>
    <set_comms_button text="Jump Orders to Sword Squadron" name="Hastings" player_slot="0"/>
    <set_variable name="sword_jump" value="0"/>
    <incoming_comms_text sideValue="2" from="Sword Squadron" type="FRIEND">Jump complete. We are positioned in Attack Formation awaiting further orders.</incoming_comms_text>
  </event>

 <event name="Order Sword Squadron Jump to Defense Formation">
    <if_comms_button text="Sword Squadron Jump to Defense Formation"/>
    <clear_comms_button text="Sword Squadron no jump orders at this time." name="Hastings" player_slot="0"/>
    <clear_comms_button text="Sword Squadron Jump to DS1" name="Hastings" player_slot="0"/>
    <clear_comms_button text="Sword Squadron Jump to DS3" name="Hastings" player_slot="0"/>
    <clear_comms_button text="Sword Squadron Jump to Attack Formation" name="Hastings" player_slot="0"/>
    <clear_comms_button text="Sword Squadron Jump to Defense Formation" name="Hastings" player_slot="0"/>
    <incoming_comms_text sideValue="2" from="Sword Squadron" type="FRIEND">Jump drive is spooling up.</incoming_comms_text>
    <set_timer name="sword_jump_timer" seconds="10"/>
    <set_variable name="sword_jump" value="4"/>
  </event>

 <event name="Execute Sword Squadron Attack Formation">
    <if_timer_finished name="sword_jump_timer"/>
    <if_variable name="sword_jump" comparator="=" value="4"/>
    <set_relative_position name1="Hastings" name2="Sabre" angle="270" distance="1000"/>
    <copy_object_property name1="Hastings" name2="Sabre" property ="angle"/>
    <addto_object_property name="Sabre" property="angle" value="3*3.14159/2"/>
    <set_relative_position name1="Hastings" name2="Scimitar" angle="90" distance="1000"/>
    <copy_object_property name1="Hastings" name2="Scimitar" property ="angle"/>
    <addto_object_property name="Scimitar" property="angle" value="3.14159/2"/>
    <play_sound_now filename="WarpTravel.wav"/>
    <set_comms_button text="Jump Orders to Sword Squadron" name="Hastings" player_slot="0"/>
    <set_variable name="sword_jump" value="0"/>
    <incoming_comms_text sideValue="2" from="Sword Squadron" type="FRIEND">Jump to Defense Formation complete. Awaiting further orders.</incoming_comms_text>
  </event>


If Comms clicks the button "Jump Orders to Sword Squadron" that button is deleted and replaced with the following buttons:

  • "Sword Squadron no jump orders at this time."
  • "Sword Squadron Jump to DS1"
  • "Sword Squadron Jump to DS3"
  • "Sword Squadron Jump to Attack Formation"
  • "Sword Squadron Jump to Defense Formation"
Comms can now choose from five different orders to Sword Squadron. The rest of the code is all about executing those orders, which can send the Ximni allies to some very handy places. These buttons made the Comms officers extremely powerful in The Hexaplex Vortex, but I did see a few Comms officers who neglected their Ximni allies to the point where one Comms officer sent their Ximni allies into a black hole and didn't even notice when they were gone. [wink]

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ryleyra

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Reply with quote  #36 
Those Terrans just don't appreciate Ximni. [biggrin]

My understanding is that while you can play the "remove button add menu of buttons" game, you must always add onto the end of the list. So when you "open" the menu it adds onto the end, and when you close it and restore the old button, it always moves that button to the end of the list.

In short, while it's useful with one menu option with multiple configurations over time, or buttons that vary based on the script conditions, it's not so useful in creating multiple menu buttons.

EDIT: You could have multiple menu buttons if you destroy all of them when you open the submenu and then recreate all of them when you have made your selection.

Mike Substelny

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Reply with quote  #37 
Quote:
Originally Posted by ryleyra
EDIT: You could have multiple menu buttons if you destroy all of them when you open the submenu and then recreate all of them when you have made your selection.


That is correct and I would even say it is the best practice, provided you include a [Cancel] button. But doing this requires a lot of variables and a lot of code.

I can envision many improvements in the future, including features that already exist in the Game Master controls. But even as they are, the Communications buttons are super powerful for mission script writers and game changers for Comms Officers. I can't wait to see the creative ways that all of you put the Comms buttons to use.

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