Difference between revisions of "CombatMFD"
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*R: [[HardShips#Renewable_Energy_Generator|Renewable Energy Generator]] (from [[HardShips]] OXP), | *R: [[HardShips#Renewable_Energy_Generator|Renewable Energy Generator]] (from [[HardShips]] OXP), | ||
*U: [[Energy_Equipment|Emergency Energy Unit]] (from [[Energy_Equipment|Energy Equipment]] OXP), | *U: [[Energy_Equipment|Emergency Energy Unit]] (from [[Energy_Equipment|Energy Equipment]] OXP), | ||
+ | |||
+ | |||
+ | |||
+ | === HUD dials === | ||
+ | |||
+ | Oolite v1.81 provide [http://wiki.alioth.net/index.php/Hud.plist#data_source drawCustomText:] HUD dial which can display informations without MFD. | ||
+ | |||
+ | You still must buy the CombatMFD equipment for the followings but you must not show up the MFD if your HUD has support for these (like the Original HUD in [[HUDSelector]]). | ||
+ | |||
+ | CombatMFD fill up the following dials with values, so HUD designers can use these: | ||
+ | |||
+ | data_source description | ||
+ | combatAftSh aft shield numeric value, including capacitors | ||
+ | combatAftShP aft shield percent value, over 100% if upgraded | ||
+ | combatAlt altitude over a planet, moon or sun | ||
+ | combatCredits credits of player | ||
+ | combatCTemp cabin temp | ||
+ | combatDmgEq name of the lastly damaged equipment | ||
+ | combatDEqNum number of the damaged equipments | ||
+ | combatEnergy energy of player ship in numeric form | ||
+ | combatEnergyP energy of player ship in percent | ||
+ | combatFwSh forward shield numeric value, including capacitors | ||
+ | combatFwShP forward shield percent value, over 100% if upgraded | ||
+ | combatFuel remaining fuel in the main tank in ly, min. 0.0, max. 7.0 | ||
+ | combatFuelReq required fuel of a declared hyperjump | ||
+ | combatFuelRes reserve fuel in extra tanks (integer) | ||
+ | combatLegal legal status of player, Clean/Offender/Fugitive | ||
+ | combatLegalNum legal status of player, bounty | ||
+ | combatNewTelT name of the newest target detected by Telescope | ||
+ | combatOneShot letters of One-shot indicator (BCEGHPRU) | ||
+ | combatSCTDist distance of space compass target | ||
+ | combatSEE letters of SEE indicator about the player ship (CMBSAHE) | ||
+ | combatSEEMax maximum number of ship durability: max of shield+armour+energy | ||
+ | combatSEENum number of ship durability: shield+armour+energy | ||
+ | combatSpeed actual speed of player ship in m/s | ||
+ | combatTDist distance of the current target | ||
+ | combatTDmg damaged/weak/derelict status of the current target | ||
+ | combatTEnergy energy of the current target, use for debug only | ||
+ | combatTLaser laser weapon of the current target | ||
+ | combatTLegal legal status of the current target, if derelict then Towbar status | ||
+ | combatTLRange range of the target's laser weapon | ||
+ | combatTMissile missile type fired by the target, Normal/Hard/Unknown | ||
+ | combatTMissNum number of missiles fired by the target so far | ||
+ | combatTName full name of the current target | ||
+ | combatTRadius shield radius of the current target | ||
+ | combatTSpeed speed of the current target | ||
+ | |||
+ | Numeric values are centered in a 28 character wide field by default, texts are left aligned. | ||
+ | |||
+ | The default width of centered fields is adjustable in the worldScripts.combat_MFD.$DW variable. | ||
+ | |||
+ | If $DW is 0 then all field will be left aligned. | ||
+ | |||
+ | If $DW negative then right aligned in the given width. | ||
+ | |||
+ | |||
+ | Using the [http://wiki.alioth.net/index.php/Hud.plist#data_source drawCustomBar:] selector HUDs can give graphical feedback about the following values: | ||
+ | |||
+ | data_source description | ||
+ | combatAftShBar aft shield bar including capacitors | ||
+ | combatCargoBar how filled the cargo bay of player ship | ||
+ | combatFwShBar forward shield bar including capacitors | ||
+ | combatSEEBar total durability bar of player ship based on the SEE indicator | ||
+ | combatSLBar service level bar of player ship | ||
+ | |||
+ | |||
+ | Original HUD display numeric speed over the speed bar (available in [[HUDSelector]]): | ||
+ | [[File:CombatMFD1.8a.png|710px]] | ||
+ | |||
+ | This need the following code in the dials section in the plist of HUD: | ||
+ | { | ||
+ | data_source = "combatSpeed"; | ||
+ | selector = "drawCustomText:"; | ||
+ | // alert_conditions = 2; //uncomment if you want to see in green alert only | ||
+ | alpha = 1.0; | ||
+ | height = 13; | ||
+ | width = 15; | ||
+ | x = 151; | ||
+ | y = 87; | ||
+ | y_origin = -1; | ||
+ | }, | ||
+ | |||
+ | |||
+ | OXP developers can reach all data in worldScripts.combat_MFD.$Data object using the same data_soucre key names, so for speed use $Data.combatSpeed . | ||
+ | |||
+ | The access of worldScript name is slow, so you should get a pointer once in startUp: | ||
+ | |||
+ | this.startUp = function() { | ||
+ | this.$combatWS = worldScripts.combat_MFD; //slow access for the pointer, one time only | ||
+ | } | ||
+ | this.$displaySpeed = function() { | ||
+ | if( this.$combatWS ) //must check CombatMFD existence to prevent an error | ||
+ | player.consoleMessage( this.$combatWS.$Data.combatSpeed ); //fast access | ||
+ | else log(this.name, "Can not display speed value, CombatMFD OXP is missing"); | ||
+ | } | ||
+ | |||
+ | |||
+ | The $DataArray contain all available data_source keys. | ||
+ | |||
+ | this.$combatKeyIsExists = function( key ) { | ||
+ | if( this.$combatWS && this.$combatWS.$DataArray.indexOf( key ) > -1 ) | ||
+ | return true; | ||
+ | else return false; | ||
+ | } | ||
+ | |||
+ | |||
+ | The $DataShow can disable the display of any data in the HUD: | ||
+ | |||
+ | this.$disableKey = function(combatKey) { | ||
+ | if( this.$combatWS ) this.$combatWS.$DataShow[combatKey] = false; | ||
+ | } | ||
+ | |||
+ | |||
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=== Downloads === | === Downloads === | ||
+ | |||
+ | [[Media:CombatMFD_1.8.oxz|Combat MFD v1.8]] (downloaded {{#downloads:CombatMFD_1.8.oxz}} times). | ||
[[Media:CombatMFD_1.7.oxz|Combat MFD v1.7]] (downloaded {{#downloads:CombatMFD_1.7.oxz}} times). | [[Media:CombatMFD_1.7.oxz|Combat MFD v1.7]] (downloaded {{#downloads:CombatMFD_1.7.oxz}} times). | ||
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Changelog: | Changelog: | ||
+ | 2014.10.16. v1.8 HUD dials added, need Oolite 1.81 and support in HUD plist. | ||
2014.10.11. v1.7 Telescope display the newest detected target in the last line. | 2014.10.11. v1.7 Telescope display the newest detected target in the last line. | ||
Fuel display counts additional FuelTank, DuplexFuelTank, ExtraFuelTanks and | Fuel display counts additional FuelTank, DuplexFuelTank, ExtraFuelTanks and | ||
Line 148: | Line 264: | ||
==Quick Facts== | ==Quick Facts== | ||
{{OXPLevel|0}}{{Infobox OXPb| title = Combat MFD | {{OXPLevel|0}}{{Infobox OXPb| title = Combat MFD | ||
− | |version = 1. | + | |version = 1.8 |
− | |release = 2014-10- | + | |release = 2014-10-16 |
|features = Data about your ship and your target | |features = Data about your ship and your target | ||
|license = CC BY-NC-SA 4 | |license = CC BY-NC-SA 4 |
Revision as of 22:58, 15 October 2014
Contents
Description
If you buy Combat MFD equipment then your Multi-Function Displays will display many info from your ship:
- energy and SEE indicator in the first line,
- forward and aft shields (including Shield Capacitors) then the One-shot indicator,
- legal status, fuel and speed (including Q-Charger, Torus To Sun multiplier and FTL speeds),
- the name of the lastly damaged equipment and the number of how many others are damaged,
and your target's:
- name,
- distance and speed,
- shield radius, then Front/Aft orientation display and Damaged!/Weak!/Derelict flag,
- laser weapon type and range (after a shot),
- status: Clean/Offender/Fugitive, if derelict then Trap or Treasure/Empty/Mined/Usable (see Towbar OXP).
- fired missiles counter with "Hard" flag.
Telescope can display the newly detected target in the last line.
Use the ";" and ":" keys to select an MFD and enjoy the view. ;)
Compatible with Telescope OXP if lock far targets and ShieldEqualizer+Capacitors OXP: if shields are over 100% then either Shield Boosters are installed or Shield Capacitors are filled also.
The "Damaged!" flag shown when the target's exhaust plumes are blinking (below 40% energy) and show "Weak!" when blinking strongly and drop sparks with CustomShields OXP (below 20%).
If your HUD has support for this (like NumericHUDv3.25) then you will see these words near your crosshairs also. The support mean the following lines in the legends section of your hud.plist:
{ equipment_required="EQ_DTADAM"; x=30; y=40; y_origin=0; height=20; width=16; text="Damaged"; alpha=0.5; }, { equipment_required="EQ_DTAWEA"; x=30; y=40; y_origin=0; height=20; width=16; text="Weak"; alpha=0.5; }, { equipment_required="EQ_DTADER"; x=30; y=40; y_origin=0; height=20; width=16; text="Derelict"; },
SEE indicator
The top right corner show letters about how many shields, armour and energy remaining. Each letter represents 2 energy banks in strength and ordered by from outside to inside. Small letters mean one side is up only.
- C: Shield Capacitors (+50%),
- M: Military shields (300%),
- B: Shield Boosters(200%),
- S: Shields (100%),
- A: Armours in HardShips OXP (front and aft only),
- H: IronHide Armour,
- E: Energy (EE=4 banks).
"SEE" mean you have basic Shields (2 banks=128 points) and 2*2 Energy banks filled (4 banks=256 points), as a Cobra Mark III at start.
The total length is relative with your ship's defensive strength. The strongest Andromeda has CCCCCCCCMBSAAAAAAAAHHHEEEEEEEE. :)
A letter will be changed to "-" if drops below the half of the banks represented by this letter so "-E" mean less than 3 banks filled and more than one.
Underscore "_" mean equipment damage which prevent regeneration, you should fix it in a dock. Checked damages:
- Shield Capacitors (includung big ones in HardShips OXP),
- Military Shield Enhancement,
- Shield Boosters,
- Breakable Shield Generators,
- Breakable Energy Unit.
The number in the corner show the total value in banks (64 points).
If you see "LAST BANK!" here instead of letters then ... well, you know. (Flee! ;))
One-shot indicator
The space rightwards from shield percentages show letters to indicate one-shot equipments, in order:
- B: Energy Bomb,
- C: Additional Core Hull (this and next from HardShips OXP),
- E: Emergency Energy Generator ((will be damaged at the second usage if High-Tech Catalyst is installed also),
- G: Galactic Hyperdrive,
- H: High-Tech Catalyst (from HardShips OXP, will be damaged at the first usage of Emergency Energy Generator),
- P: Escape Pod,
- R: Renewable Energy Generator (from HardShips OXP),
- U: Emergency Energy Unit (from Energy Equipment OXP),
HUD dials
Oolite v1.81 provide drawCustomText: HUD dial which can display informations without MFD.
You still must buy the CombatMFD equipment for the followings but you must not show up the MFD if your HUD has support for these (like the Original HUD in HUDSelector).
CombatMFD fill up the following dials with values, so HUD designers can use these:
data_source description combatAftSh aft shield numeric value, including capacitors combatAftShP aft shield percent value, over 100% if upgraded combatAlt altitude over a planet, moon or sun combatCredits credits of player combatCTemp cabin temp combatDmgEq name of the lastly damaged equipment combatDEqNum number of the damaged equipments combatEnergy energy of player ship in numeric form combatEnergyP energy of player ship in percent combatFwSh forward shield numeric value, including capacitors combatFwShP forward shield percent value, over 100% if upgraded combatFuel remaining fuel in the main tank in ly, min. 0.0, max. 7.0 combatFuelReq required fuel of a declared hyperjump combatFuelRes reserve fuel in extra tanks (integer) combatLegal legal status of player, Clean/Offender/Fugitive combatLegalNum legal status of player, bounty combatNewTelT name of the newest target detected by Telescope combatOneShot letters of One-shot indicator (BCEGHPRU) combatSCTDist distance of space compass target combatSEE letters of SEE indicator about the player ship (CMBSAHE) combatSEEMax maximum number of ship durability: max of shield+armour+energy combatSEENum number of ship durability: shield+armour+energy combatSpeed actual speed of player ship in m/s combatTDist distance of the current target combatTDmg damaged/weak/derelict status of the current target combatTEnergy energy of the current target, use for debug only combatTLaser laser weapon of the current target combatTLegal legal status of the current target, if derelict then Towbar status combatTLRange range of the target's laser weapon combatTMissile missile type fired by the target, Normal/Hard/Unknown combatTMissNum number of missiles fired by the target so far combatTName full name of the current target combatTRadius shield radius of the current target combatTSpeed speed of the current target
Numeric values are centered in a 28 character wide field by default, texts are left aligned.
The default width of centered fields is adjustable in the worldScripts.combat_MFD.$DW variable.
If $DW is 0 then all field will be left aligned.
If $DW negative then right aligned in the given width.
Using the drawCustomBar: selector HUDs can give graphical feedback about the following values:
data_source description combatAftShBar aft shield bar including capacitors combatCargoBar how filled the cargo bay of player ship combatFwShBar forward shield bar including capacitors combatSEEBar total durability bar of player ship based on the SEE indicator combatSLBar service level bar of player ship
Original HUD display numeric speed over the speed bar (available in HUDSelector):
This need the following code in the dials section in the plist of HUD:
{ data_source = "combatSpeed"; selector = "drawCustomText:"; // alert_conditions = 2; //uncomment if you want to see in green alert only alpha = 1.0; height = 13; width = 15; x = 151; y = 87; y_origin = -1; },
OXP developers can reach all data in worldScripts.combat_MFD.$Data object using the same data_soucre key names, so for speed use $Data.combatSpeed .
The access of worldScript name is slow, so you should get a pointer once in startUp:
this.startUp = function() { this.$combatWS = worldScripts.combat_MFD; //slow access for the pointer, one time only } this.$displaySpeed = function() { if( this.$combatWS ) //must check CombatMFD existence to prevent an error player.consoleMessage( this.$combatWS.$Data.combatSpeed ); //fast access else log(this.name, "Can not display speed value, CombatMFD OXP is missing"); }
The $DataArray contain all available data_source keys.
this.$combatKeyIsExists = function( key ) { if( this.$combatWS && this.$combatWS.$DataArray.indexOf( key ) > -1 ) return true; else return false; }
The $DataShow can disable the display of any data in the HUD:
this.$disableKey = function(combatKey) { if( this.$combatWS ) this.$combatWS.$DataShow[combatKey] = false; }
Dependencies
Oolite 1.79 or later.
Instructions
Do not unzip the .oxz file, just move into the AddOns folder of your Oolite installation.
License
This work is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike License version 4.0. If you are re-using any piece of this OXP, please let me know by sending an e-mail to norbylite@gmail.com.
Downloads
Combat MFD v1.8 (downloaded 281 times).
Combat MFD v1.7 (downloaded 265 times).
Combat MFD v1.6 (downloaded 681 times).
Combat MFD v1.5 (downloaded 370 times).
Combat MFD v1.4 (downloaded 358 times).
Combat MFD v1.3 (downloaded 286 times).
Combat MFD v1.2 (downloaded 277 times).
Combat MFD v1.1 (downloaded 254 times).
Combat MFD v1.0 (downloaded 269 times).
Forum
Make your comments in this topic.
Changelog:
2014.10.16. v1.8 HUD dials added, need Oolite 1.81 and support in HUD plist. 2014.10.11. v1.7 Telescope display the newest detected target in the last line. Fuel display counts additional FuelTank, DuplexFuelTank, ExtraFuelTanks and the reserve fuel of Andromeda also. Better energy feedback for ships with a single energy bank. 2014.08.11. v1.6 Damaged, Weak and Derelict display on HUDs with support for this feature. Show FW instead of 8x when TorusToSun use time forwarding at max. speed. 2014.07.24. v1.5 Equipment cost raised to 1000cr due to the MFD pricing thread. Show Torus multiplier after player speed if Torus To Sun is installed. Line length fine tune with hair spaces, thanks to spara. 2014.07.09. v1.4 SEE and One shot indicators added. Player legal status added. Missile counter with "Hard" flag added. Energy and Shields percents are rounded to 10 for better readability. Target Front/Aft orientation display. Speed display use velocity for Q-Charger. A fix against garbage-collected timer in log. 2014.07.07. v1.3 Informations added in top right and bottom right corners. Speed labels removed to prevent twithcing. A small fix about Telescope far targets. 2014.07.06. v1.2 Show the name of the lastly damaged equipment. Show the target's laser type and range after a shot. Energy and Shields are displayed in percents only. 2014.07.05. v1.1 Must buy Combat MFD as an equipment. Legal status display need Scanner Targeting Enhancement. Show Telescope far target names without km. Can show Empty, Mined and Usable ship status with Towbar. Wormhole target supported with Wormhole Scanner equipment. 2014.07.02. v1.0 More info displayed by Norby. 2014.06.30. v0.1 Some info displayed by Zireael.
Quick Facts
Version | Released | License | Features | Category | Author(s) | Feedback |
---|---|---|---|---|---|---|
1.8 | 2014-10-16 | CC BY-NC-SA 4 | Data about your ship and your target | HUD OXPs | Norby | BB-Link |