View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
---|---|---|---|---|---|
0003065 | The Dark Mod | Coding | public | 18.03.2012 15:32 | 01.01.2023 13:56 |
Reporter | Baddcog | Assigned To | Dragofer | ||
Priority | normal | Severity | normal | Reproducibility | N/A |
Status | closed | Resolution | no change required | ||
Product Version | TDM 1.07 | ||||
Target Version | TDM 2.11 | Fixed in Version | TDM 2.11 | ||
Summary | 0003065: Need inculsive scripting for objects like needle gauges | ||||
Description | Would be great to have some simple scripts to place on common objects so mappers don't have to script, find script, release script per object. | ||||
Additional Information | Objects(entities) like gauge needles, clock hands could really use some scripts that the team/author could place on an entity and adjust in the entity params. ie: needle_twitch (0/5-10/20 degrees [0/5 being min values : 10/20 being min/max values for top end of bounce. the author can specify angles to which the needle would bounce in.] needle_on/off. ========================== Possible a param so these can be spawned on a machine (I'm thinking about making a machine panel object with multiple gauges) and controlled by switches. ie: machine panel entity. model:machine_panel_01 attach_1 :gauge_needle_bounce entity attach_2: gauge_needle_steady entity create panel, create 2 switches, add to switch 1 :effect attach_1. So multiple switches can effect multiple spawned attachments on board. | ||||
Tags | No tags attached. | ||||
Clock script objects were added to 2.11 ( Rev 16693 ) Assigning to Dragofer for comment |
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Twitching gauge hands would actually be best suited for materials, with customisation provided by shaderParms. This is how the clock hands are already implemented. Skins would permit to switch between on/off states: the switch can trigger a lamp, which in turn triggers the gauges to toggle them between "skin_lit" and "skin_unlit". The clock scriptobject was mainly required in order for the clocks to periodically emit chime sounds and trigger their targets. I don't think the gauges themselves should trigger such events, so I don't see a purpose for a scriptobject. |
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Date Modified | Username | Field | Change |
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18.03.2012 15:32 | Baddcog | New Issue | |
19.04.2012 13:16 | Springheel | Target Version | TDM 1.08 => |
01.01.2023 01:59 | nbohr1more | Assigned To | => Dragofer |
01.01.2023 01:59 | nbohr1more | Status | new => assigned |
01.01.2023 01:59 | nbohr1more | Target Version | => TDM 2.11 |
01.01.2023 02:00 | nbohr1more | Note Added: 0015661 | |
01.01.2023 06:19 | nbohr1more | Status | assigned => feedback |
01.01.2023 06:21 | nbohr1more | Note Edited: 0015661 | |
01.01.2023 09:29 | Dragofer | Note Added: 0015662 | |
01.01.2023 09:29 | Dragofer | Note Edited: 0015662 | |
01.01.2023 13:56 | nbohr1more | Status | feedback => closed |
01.01.2023 13:56 | nbohr1more | Resolution | open => no change required |
01.01.2023 13:56 | nbohr1more | Fixed in Version | => TDM 2.11 |