Author Topic: Lazer range finder Binoculars  (Read 3591 times)

Something like this


except for the purpose of these is to laze areas or targets and have players on that team, preferably players operating vehicles, to see that lazed target.

This would be useful to coordinate accurate airstrikes/groundstrikes and opens up even more ways to implement team work into TDMs.


Sounds attached to topic
« Last Edit: May 05, 2016, 07:15:56 PM by Ctrooper »

sounds like a brilliant idea

i'll give it a shot, though if anyone knows how to code this right now that would be nice. i have a basic idea and can make the models.

The old laser pointer contained code for finding the distance to and making a particle on whatever it's pointed at. It could be useful for figuring out the central mechanics of the item.





The old laser pointer contained code for finding the distance to and making a particle on whatever it's pointed at. It could be useful for figuring out the central mechanics of the item.
i know enough to figure out how to code it; the only issue is im probably not the best coder out there to quickly put together the script

my plan is to have this use the spear code to start scanning. Left click and hold to raise and scan (a laser will appear, similar to ports new brick tool) and then wherever you let go left click is where you end up targeting. If you right click, it will cancel the scan.

I'm also planning to let it support targeting bricks, players, and vehicles, with a tracking indicator above their head if they're targeted. Basically a staticshape that follows the vehicle/player, that takes the color of the scanning team or paint color. The top of the staticshape can either be set to a preset height with a tracking pillar, or just follow the head of the target.

Use a raycast instead of a projectile.
Use a bot instead of a static shape and mount it to the player's head. Because if it's a bot then you can still recolor it and you don't have to have a constant schedule running to update the position of the static shape.

Use a bot instead of a static shape and mount it to the player's head. Because if it's a bot then you can still recolor it and you don't have to have a constant schedule running to update the position of the static shape.
but to lock on to vehicles...? and you can still recolor static shapes...?

for players that sounds fine though. i'll have to learn how to mount hats n stuff tho or make some dummy item.

double post cause progress.


laser code shamelessly stolen from ports new brick tool, obviously. its pretty good code so i didn't see why i shouldn't reuse it

currently identifies bots, bricks, ground, vehicles, players, and none (sky) based on obj.getClassName. horses and bot vehicles will show up as bots since its hard to generalize a clarification when something should be considered a bot vs a vehicle.

edit: more prog.




yes i play on 120 fov and the item positioning is fixed for 90 fov
« Last Edit: May 02, 2016, 10:22:54 AM by Conan »

horses and bot vehicles will show up as bots since its hard to generalize a clarification when something should be considered a bot vs a vehicle.
You could check .rideable and/or .numMountPoints on the bot's datablock.

You could check .rideable and/or .numMountPoints on the bot's datablock.
i was going to do that but idk it seems off. i guess its a good enough idea to put in though.
i'll check for bot hole status so there's a distinction between the vehicle bot and the bot hole bot.
« Last Edit: May 02, 2016, 11:00:52 AM by Conan »

i was going to do that but idk it seems off.
Why?
i'll check for bot hole status so there's a distinction between the vehicle bot and the bot hole bot.
But an AI Player can be a bot without being a bot hole.

Why?
But an AI Player can be a bot without being a bot hole.
cause i consider horses to be bots, but rowboats to be vehicles, regardless of bot ai.
So do I just check both isBot and isBotHole?

cause i consider horses to be bots, but rowboats to be vehicles, regardless of bot ai.
So do I just check both isBot and isBotHole?
If it's a bot hole the bot and datablock will have isHoleBot set to true. If it doesn't, consider it bot that's not a bot hole?

If it's a bot hole the bot and datablock will have isHoleBot set to true. If it doesn't, consider it bot that's not a bot hole?
currently the labeling system just labels it BOT or VEHICLE - i don't plan on getting any more specific than that. Unnecessarily complicated and would probably break if someone released a new set of bot-styled vehicles like trains or bikes. I'm just going with checking if its a bot hole, and otherwise labeling it as a vehicle.

that being said, if anyone has good simplistic concept art of a vehicle or something, id greatly appreciate it. I'd keep going with what i have so far, but I don't know what to model to label the targets. Modeling letters seems pretty unimaginative - i'm hoping for someone who can come up with images like in the Escape Overlay that I can use for reference:

Make it so you can make calling points like a marker labeling a object for the team to attack or whatnot.

Make it so you can make calling points like a marker labeling a object for the team to attack or whatnot.
This would be cool.


Also if you need some sounds, i can contribute them. I also greatly appreciate the progress that has been made. Awesome job!