project-navigation
Personal tools

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - joe davis

Pages: 1 [2] 3 4
16
Ok, so am I accurate in perceiving the words that follow @ as being the node properties, methods, or events as opposed to commands?  And is there a list of cmd commands, that are used in the node creation, somewhere other than studying all the c code?

17
Windows / Re: No aiming available?
« on: February 10, 2010, 07:25:11 pm »
Might be thinking of Fallout if ya played that recently.  There used to be a head shot in the Sniper Rifle but it looks like that was removed.  On a similar note, and with the discussions of wounds in the forum, I was wondering if there were any plans of incorporating the ability to target specific body parts in a later release?

18
Discussion / Strategic Weapon implementation status?
« on: February 10, 2010, 07:11:49 pm »
Does the flashbang do anything right now?

Are the incendiary weapons implemented?  I throw an I. Grenade and I get some animation from the grenade but no flame in the general area afterwards.  Is this a graphics glitch I am experiencing?

More cowbell... ok maybe not, but what about the Proximity Grenade?  Why don't we have a Proximity Grenade?  I liked the Proximity Grenade, someone or something walked by it and BOOM!  You know ya got love it!  Ok, maybe the civilians don't like it but that brings up my next question.

And what about some new ammo like bean bags.  I want to throw bean bags at the civilians that are too stupid to run away.  And sometimes, when I forget, I shoot them with saboted shells and notice the pile of blood and scream, NO, I forgot to change the ammo.  lol. Could be fun!

 

19
Feature Requests / Re: some features
« on: February 10, 2010, 05:22:07 pm »
Nice layout.  I agree with Kildor that the all sound check box shouldn't be removed.  
The sound settings look like they get saved when I exit, though I like options, so it would be cool to have the check boxes added, and I think the sound page is a bit bare so a couple of check boxes would actually make it fill out a little, aesthetically speaking.  

 :o Though, instead of using check boxes can we have speaker symbols that get an x through them when we check them or maybe just a slash /?  And can we also have those sound bar levels where it starts out as a small column or slash and  increases a bit from left to right til on the right side it's a large column or slash representing full volume?  It's a purely aesthetic thing, just popped in my head, sorry.

Or maybe instead of a slash or x we could use green speaker symbol for on and red speaker symbol for muted with an onover event where if it is green and you hover your mouse over it then it turns red, or pink, or white, or some other color to show you are about ready to select it, but if you move the mouse off it, it stays green, and something similar for the muted state and red.

20
Feature Requests / Re: Mark as turn finished
« on: February 09, 2010, 11:37:15 pm »
Can't say that I am the best at GUI development or icons but was thinking how about an arrow that performed the tab function, ie tabbed to next person, and right next to that icon have a check box that when checked would mark the unit as having its turn finished.  If this was placed above the squat\stand button and check box then it wouldn't look out of place.  Just a thought.

21
Feature Requests / Re: Mark as turn finished
« on: February 08, 2010, 12:44:17 am »
Granted the X:UD game didn't have all the things I described above, I was talking about Alien Invasion and how I would like to see it implemented here.  X:UD just had a few buttons to click, one that would equate to tab, and one that would remove the unit from the tab list and go to the next unit so that when we cycled through the units that unit wouldn't be selected again.  Here is the button image you requested for educational purposes only:

22
Yes, this helps, thank you.  I was aware of the first two under scripting in the wiki, they are very nice :).  The m_data.c and m_data.h definitely gives me something to study :D.  However I am still over looking any list of cmd or @ commands.  I apologize if they are there and I am not seeing them, I can be slow at times ::)  But can ya point them out?  Thank you for sharing your knowledge with me.

23
That is neat.  I am glad I asked.  I look forward to more details on the mn_commands used in the console to work with the nodes when geever or bayo have the time.  Thank you for your prompt reply and relevant feedback.

24
Coding / Where can I find more on commands and dataids for menu scripts?
« on: February 07, 2010, 10:06:58 pm »
I was wondering if there was a list of the cmd or @(like @edit or @click) commands used in the menu scripts somewhere?  I was also wondering if there was a list of Dataid's that are being used.  Also is there more documentation other than the wiki scripting that may describe the use of <1> <2> which seems to be used like arrays, but not sure where they are defined.  Also ran across a mention of using unique character numbers and would like to know more about that.  I appreciate your time and feedback.  Thank you.  Sorry if I am confused about what I am looking for.  Trying to study the scripting, and modifying the menus so far.

25
I was wondering if there was a What you see is what you get, drag and drop, rapid layout management designer application for menu creation?  Something that uses a canvas and toolbars from which one may select a widget, component, or whatever you want to call it, from the toolbar and drag it to the canvas to generate a visual layout of the menu, and which can also generate basic menu code of node position and node sizes? 

Or are there any tools that are currently being used to speed up the menu layout?

26
Feature Requests / Re: Production Menu
« on: February 05, 2010, 12:57:15 am »
what about using a pop up menu for the transfer and purchase "cart".  There could be a hotspot or button  that when clicked will bring up the cart to view or verify the information.  Also if there were any changes done in buying, selling, or transferring then the cart could pop up on exiting the equipment management screen if the changes haven't already been saved.  The cart could allow for the increment or decrement of requested purchased items, along with displaying the time to receive purchases or transfers(a feature that seems to be lacking in the current build in regards to xfer times).  This pop up cart would provide for verification of changes and\or  transfer time feedback for both the purchase and transfer requests. 

I would then recommend moving the 1x and 10x spinners next to the purchase button (we would only need 1 and it would be quicker to reach the produce button) and placing the increment\decrement arrows, not sure what they are called but as are seen in the transfer screen, where the 1x 10x spinners are currently positioned in Xune's layout.  I would also recommend placing a market cost text list so we can see the costs of the items on the rows.  And lastly placing a transfer button next to the buy, sell, and produce buttons.

Just an idea.

27
Feature Requests / Re: some features
« on: February 04, 2010, 06:37:29 pm »
- I agree with the first request
Quote
There should be an individual "End Agent Turn" button/key so they are taken out of the loop when tabbing through soldiers during your round.
and actually posted it in "Mark as turn finished" on this forum along with some other aspects about it I'd like to see implemented. :)
- As to the sound checkboxes, not sure what that means?  Considering we can click on the left side of the audio sliders, where the bar inside starts, to turn off that particular one I don't see a reason for a check box for them.  Or was the suggestion to have a checkbox for sound some place else?
- I agree that an in game keybinding editor is always nice to have and would love to see one implemented too. ;D





28
Feature Requests / Re: Production Menu
« on: February 01, 2010, 06:56:24 am »
Makes sense.  Me slow sometimes. ::)  Thanks for feedback.

29
Feature Requests / Re: Production Menu
« on: January 31, 2010, 11:52:19 pm »
Hmmm, that silly. :D  What is auto sell for? ::)  Regardless, don't change the fact that I would like to be able to manage my supply production without jumping back to buy\sell all the time.  Maybe I don't need pricing information then, but I could definitely use the quantity on hand and quantity available by sellers to request production to avoid supply shortages. :-\ 

30
Feature Requests / Mark as turn finished
« on: January 31, 2010, 10:22:18 pm »
Being able to use the tab button to cycle through units is nice, and being able to use num pad to cycle is sweet too.  I would also like to have the ability to mark my units turn as being done.  Then when I hit tab the unit doesn't get selected. The number at the top, representing the unit, could also be changed to a different color.  A new button next to the stand up\squat toggle button to set as turn is finished would be nice.  And a hotkey would be nice too.  This would help with managing the units turn better.

This is not a unique idea, and was implemented in the original, tftd, or playstation version of ufo defense, if not all of them.  Forget which it was, sorry.  And it seemed to work well.

Pages: 1 [2] 3 4