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Arrew

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Reply with quote  #1 
Sadly my attempt at ship to ship comms fell flat... It seems that only the first ship, ie the Artemis is able to use "key presses" outside of the GM console.

Any chance this could be rectified in the next update?

Can we also have pop ups to GM and Captain...


Or text Comms like the GM already has would be good???

Mike Substelny

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Reply with quote  #2 
Thom originally built the code so that mission scripts should only function for one ship. This is deep in the code.

The good news is that Thom has decided that mission scripts should be able to address multiple ships and so has begun the deep coding work to make this possible. It might be part of the April release, which is looking massive.

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Arrew

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Reply with quote  #3 
Wow that's great... I have to say coding is a complete mystery to me and I have no idea how he does what he does.

I think the whole community is thankful for all the added content he makes.

I know it's pushing it but something like the codings already there in the GM window, any chance that ships might one day "write" to one another? Maybe some future release...
ryleyra

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Reply with quote  #4 
It was my understanding that all ships were able to send keypresses, but you couldn't tell WHICH it came from. I would suggest Arrew try multiple consoles in case one of his clients is unable to send keypresses. For instance, if you're sure a given computer can send messages as Ship 1, sign Ship 2 onto that computer and Ship 1 onto another one.

Keypresses are a problem, and I think we would appreciate an expanded interface with more functionality. Even an onscreen interface instead of just keypresses. I've already mentioned the possibility of giving a mission the ability to define an "Upgrade" that would then appear as a button on the Upgrade Screen. The upgrade could then interact with the script as an event.

Since Thom might have a chance to read this, I think I will also echo my previous idea in regards to Arrew's issue, which is more elaborate ship to ship communications. I would suggest defining a configuration file which would specify the text of the Player Ship messages in Comms. So instead of being stuck with predefined messages, we could write our own custom messages and tweak them for our own purposes.

Text chat would be nice, but it seems silly that the Player interface exists in Comms, but no one seems to be using it.

I would also add a "TSN Command" or "Sector Wide Broadcast" option to the Player menu for games with a GM. The options can be the same, but it will give Comms a way to confirm a GM message.
Arrew

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Reply with quote  #5 
Oh I see what you mean. Just like hailing a base or a neutral hailing players with a selection of options. That would be good.
ryleyra

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Reply with quote  #6 
I posted this in the other thread, but I've confirmed this. Only one ship has the ability to interact with the script through keypresses.

Hopefully if Thom is concentrating on making scripts more friendly to multiple ships, this will solve the problem, even if he doesn't make an attempt to replace it with something like the Upgrade system.
Mike Substelny

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Reply with quote  #7 
The keypresses are unreliable in any case, even with only one player ship.
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Mike Substelny

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Reply with quote  #8 
Quote:
Originally Posted by ryleyra
Hopefully if Thom is concentrating on making scripts more friendly to multiple ships, this will solve the problem, even if he doesn't make an attempt to replace it with something like the Upgrade system.


I can confirm that Thom is definitely making changes so the scripting system will be more friendly to multiple player ships. This might even be ready for the April release at Armada. I cannot say that he is doing anything with the keypresses. Most likely keypresses will be abandoned in favor of a customizable screen click available on the Upgrade screen, but that, too, is not guaranteed.

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"The Admiralty had demanded six ships; the economists offered four; and we finally compromised on eight."
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ryleyra

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Reply with quote  #9 
Quote:
Originally Posted by Mike Substelny
The keypresses are unreliable in any case, even with only one player ship.


On the other hand, we can't really know which issues the users have reported are the client not sending keypresses properly, and those which are ships that can't send keypresses.

Still, I wouldn't be opposed to eliminating keypresses and replacing them with Upgrades. The same with GM keys. Upgrades are already specific to a ship, so that solves the multiship problem. It's just a matter of making sure the script specifies which ship gets an Upgrade button when one is created.

Arrew

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Reply with quote  #10 
Key presses are pretty easy and in terms of a "conversation" in comms in a mission script work better than a button on the upgrade menu.


Some of the early issues with button presses was becaue the command to allow for key presses was initiated before the client was in the game... also returning to the console screen and back would also cause that command to stop applying to the station.


 Like I said I no nothing about programming. But the ability for key presses is already in the game. It just needs applying to other ships. What your talking about is a whole new system that would require, I would assume, a lot more programming. Correct?
ryleyra

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Reply with quote  #11 
Well, keypresses are in the game, but they don't work. Thom has said the problem is with keyboard drivers. As I said, I don't know how much of the problem is the keyboard drivers and how much is people thinking multiple ships can send keypresses when they can't, but if there is an issue, increasing the number of clients and keypresses will make it show up more often. Besides, tablet users will never be able to use keypresses. (They can't use scripts either, but that could change)

And I'm not sure it would be a simpler programming issue. The thing you have to remember is, mission scripts are not coded for different ships. Some sort of interface would have to be developed to specify a ship, perhaps by slot number or name, and all the existing commands that don't already make reference to a game object would have to make reference to that slot. You can't just say, "Make ships 2, 3, 4 and 5 respond to keypresses," those ships have to respond to keypresses AND identify that they are ship 2, 3 or 4. Then some means has to be made to apply whatever that keypress does to the right ship. Either that, or you write the event five times, one with the keypress coming from ship 1, one with it coming from ship 2, one from ship 3, and so on.

If you define an event based on an Upgrade, you have to do the same thing, but you're starting with specifying the ship and console. The event would come with the ship identified, because no other ship could activate it. And the same would apply to console, which is already an issue with keybinds as they currently work.
ryleyra

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Reply with quote  #12 
How, if you're talking about using keypresses for Comms messages, then it sounds like what you need is a way to define custom Comms messages. Like, instead of adding an Upgrade button with the name "Hail TSN Command", you could define an event that would add "Hail TSN Command" to the Comms Player menu. Comms selects that option, and the event triggers in the mission.

Note unlike the above, you don't care who sent the message, although it could be preceeded with the ship name. But the text will be posted to Comms for everyone to see.

This is an extension of the concept, but obviously would come down the line. And would be compatible with the idea of a configuration file for the existing Player menu commands. One customizes the list and the other adds onto it.
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