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Compass
- Sared Kilvan
- Lost One
- Posts: 1035
- Joined: Sat Aug 16, 2008 12:11 am
- Location: Pouring like an avalanche coming down the mountain.
Compass
Affects: Commands
Summary: A compass to find your way through the woods!
Suggestion: There are two ways to do this, either via command-line, or via GUI. The first would be a simple /compass command that would tell the player which direction they are facing. The second would be a rotating graphical compass that could be turned on/off via cgdraw command.
Implementation: Command-line: /compass queries players yaw direction and, based on the angle, feeds back something along the lines of /rpnotify <player> You are facing ^2North by North-West.
GUI: Same calculation of yawangle as above that sends an update based on a configureable server-side cvar once every X server frames, ideally on the 20th for one refresh per second. Fastest refresh could be set at a higher framecount to reduce packet size (and potential crashes/boots).
Of course, if this is all doable client-side then such crashes could be easily avoidable, and end up being a very smooth compass.
Role-play wise, due to the client-only reporting of direction, it could be played out manually (/me looks down to check the compass on his datapad), or more subtly for characters with a good sense of direction and navigation.
References: RPMod documentation.
Summary: A compass to find your way through the woods!
Suggestion: There are two ways to do this, either via command-line, or via GUI. The first would be a simple /compass command that would tell the player which direction they are facing. The second would be a rotating graphical compass that could be turned on/off via cgdraw command.
Implementation: Command-line: /compass queries players yaw direction and, based on the angle, feeds back something along the lines of /rpnotify <player> You are facing ^2North by North-West.
GUI: Same calculation of yawangle as above that sends an update based on a configureable server-side cvar once every X server frames, ideally on the 20th for one refresh per second. Fastest refresh could be set at a higher framecount to reduce packet size (and potential crashes/boots).
Of course, if this is all doable client-side then such crashes could be easily avoidable, and end up being a very smooth compass.
Role-play wise, due to the client-only reporting of direction, it could be played out manually (/me looks down to check the compass on his datapad), or more subtly for characters with a good sense of direction and navigation.
References: RPMod documentation.
- Nicholae Carnassi
- Lost One
- Posts: 65
- Joined: Thu May 26, 2011 1:29 pm
- Sared Kilvan
- Lost One
- Posts: 1035
- Joined: Sat Aug 16, 2008 12:11 am
- Location: Pouring like an avalanche coming down the mountain.
GPS! Who needs GPS? I've got a cork and a needle, someone get me a glass of water!
/me remembers that we live on a ball of ice.
Right!
I like where you're going with that. Idea: rpspawnobjective at a location (there's got to be some way to use what is in base siegemode for that, though it might be map-specific). From there, /compass reports direction you are facing, as well as the direction of the nearest rpobjective.
/me remembers that we live on a ball of ice.
Right!
I like where you're going with that. Idea: rpspawnobjective at a location (there's got to be some way to use what is in base siegemode for that, though it might be map-specific). From there, /compass reports direction you are facing, as well as the direction of the nearest rpobjective.
Considering JKA is not an open world game, and most of it's environments require at most a twice over before being committed to memory, I doubt this feature would be used much, I'm sorry to say .
Not to say you shouldn't bust out a compass ICly on unfamiliar terrain? Perhaps a land navigation course for students?
Not to say you shouldn't bust out a compass ICly on unfamiliar terrain? Perhaps a land navigation course for students?
| Oberon Pentari |
The /where BaseJKA command?Nicholae Carnassi wrote:I like this, and I'd also support it having a GPS-like locator command. Querying origin coordinates in order to lead the player to a specific person or npc. Could be used for tracked objectives in missions.
As for the compass idea, it sort of already exists in BaseJKA team games, in the upper right corner of the screen (and this is done client-side). So it's possible, although it may be currently missing the direction markers (N/E/S/W) and a way to manually add objectives.