Sign up Calendar Latest Topics
 
 
 


Reply
  Author   Comment   Page 5 of 5     «   Prev   2   3   4   5
Dave Thaler

Registered:
Posts: 503
Reply with quote  #61 
Quote:
Originally Posted by notsabbat
This post will involve questions that isnt exclusively about the Bridge Tools, but enough of it had to do with it it that I posted it here rather than creating a new thread about it.


No problem, that's the point of this thread... to discuss what cues people want even if they're not available now.

Quote:
Question for Dave about bridge tools: Can you put in specific cues for jump started (confirm  pressed), Jump happening (ship has disappeared and is traveling) and jump completed (ship reappeared at destination)?


I can put in cues for anything that is visible in protocol messages.   The JumpStatusPacket has a subtype that might make such stages visible.  Currently Bridge Tools sets the JUMP_IN_PROGRESS state cue at the start (subtype 0x0c) and clears it at the end (subtype 0x0d).  Also the HelmJumpPacket is sent to the server when Helm confirms a jump, which Artemis Bridge Tools doesn't currently use.   I'll put it on my list of stuff to look into to see what more I can do.
notsabbat

Avatar / Picture

Registered:
Posts: 1,297
Reply with quote  #62 
Quote:
Originally Posted by Dave Thaler


No problem, that's the point of this thread... to discuss what cues people want even if they're not available now.



I can put in cues for anything that is visible in protocol messages.   The JumpStatusPacket has a subtype that might make such stages visible.  Currently Bridge Tools sets the JUMP_IN_PROGRESS state cue at the start (subtype 0x0c) and clears it at the end (subtype 0x0d).  Also the HelmJumpPacket is sent to the server when Helm confirms a jump, which Artemis Bridge Tools doesn't currently use.   I'll put it on my list of stuff to look into to see what more I can do.



ok, good to know.

I don't know anything about packets (Im super horrible at programming), though right now JUMP_IN_PROGRESS activates when you confirm jump and then ends as the ship disappears for travel. Is that intentional?



__________________
-Captain of the TSN Gungnir JN-001
-Eastern Front online group member
-My continuing bridge build:
http://artemis.forumchitchat.com/post/immersion-bridge-build-in-progress-7335195?pid=1290158413
Dave Thaler

Registered:
Posts: 503
Reply with quote  #63 
Quote:
Originally Posted by notsabbat
right now JUMP_IN_PROGRESS activates when you confirm jump and then ends as the ship disappears for travel. Is that intentional?


Yes.  I've done some more testing and the server sends a JumpStatusBeginPacket when you confirm jump, and sends what the Artemis protocols site now calls a JumpStatusEndPacket when the ship disappears for travel.  Both of those already have cues that can be used.  If there's a notification sent when the ship has reappeared, I haven't found it yet.
Dave Thaler

Registered:
Posts: 503
Reply with quote  #64 
I am not an expert on Jump drive, but from a quick test, it appears that at soon as the ship disappears, it really is in the new location (as can be seen from another player ship).  It takes a bit for your sensors to come back online, but it seems you reappear immediately rather than after your sensors come back on line.
notsabbat

Avatar / Picture

Registered:
Posts: 1,297
Reply with quote  #65 
ok, I did not know that (I only see the jump from the inside of the bridge). I did some testing and it seems like both TSN and Ximni ships have the same  sensor blackout time. A cue for button pressed ending at teleportation and a trigger for just teleported would be fine, though I could not get any of the triggers to activate when JUMP_IN_PROGRESS ends. What trigger activates when the "jumpstatusendpacket" is sent?


__________________
-Captain of the TSN Gungnir JN-001
-Eastern Front online group member
-My continuing bridge build:
http://artemis.forumchitchat.com/post/immersion-bridge-build-in-progress-7335195?pid=1290158413
Dave Thaler

Registered:
Posts: 503
Reply with quote  #66 
Quote:
Originally Posted by notsabbat
What trigger activates when the "jumpstatusendpacket" is sent?


It should be the native JUMP_EXECUTED cue, but you can also use an exit timeblock on JUMP_IN_PROGRESS via Artemis Bridge Tools.
notsabbat

Avatar / Picture

Registered:
Posts: 1,297
Reply with quote  #67 

I have not been able to get the jump_executed cue to trigger. I have tried it in combination with other jump triggers as well as by itself and havent not gotten it to trigger. 

I haven't played around with transitions yet. I will try using an exit timeblock.



__________________
-Captain of the TSN Gungnir JN-001
-Eastern Front online group member
-My continuing bridge build:
http://artemis.forumchitchat.com/post/immersion-bridge-build-in-progress-7335195?pid=1290158413
Dave Thaler

Registered:
Posts: 503
Reply with quote  #68 
JUMP_EXECUTED works for me
Drachondius

Avatar / Picture

Registered:
Posts: 5
Reply with quote  #69 

JUMP_EXECUTED works for me too but it seems to need to stand before JUMP_INITIATED.
I got a great effect with EXECUTED. First 4500ms dark lights and than some flickering well timed to the monitors coming back.

But I think I got a positioning problem with the JUMP cues. If i place em for example before SOMETHING_HITS_PLAYER, SOMETHING_HITS_PLAYER will stop working. If I put the JUMP cues rigth after NORM_COND everything else stops responding.

Could it be that I made an continuous=yes/no mistake? any of the three have a "continuous" thing in it. Or is it just impossibile to have all those cues on one led box.

llap

Dave Thaler

Registered:
Posts: 503
Reply with quote  #70 
Quote:
Originally Posted by Drachondius
I think I got a positioning problem with the JUMP cues. If i place em for example before SOMETHING_HITS_PLAYER, SOMETHING_HITS_PLAYER will stop working. If I put the JUMP cues rigth after NORM_COND everything else stops responding.

Could it be that I made an continuous=yes/no mistake? any of the three have a "continuous" thing in it. Or is it just impossibile to have all those cues on one led box.



You might already know this, but the DMX Cues wiki page explains:
Quote:
When more than one cue is active with effects on the same channel, the last one listed in your DMXcommands.xml file wins.  So for example, to get ENERGY_20, ENERGY_40, ENERGY_60, ENERGY_80, and ENERGY_100 to apply effects on the same light, you must list them in reverse order (i.e., with ENERGY_20 last).  The effects will then properly stack and unstack as energy is gained and lost.   This also means you have complete control over the precedence of any two events you stack on the same DMX device.    Another corollary is that the first cue in your file should be NORMAL_CONDITION_1 since anything above it will be ignored for any channel set in NORMAL_CONDITION_1.


You can also use the Validate button in Artemis DMX Editor to check your file for any errors that would prevent a cue from triggering.

Previous Topic | Next Topic
Print
Reply

Quick Navigation:

Easily create a Forum Website with Website Toolbox.