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 Post subject: Talking to passengers
PostPosted: Thu Jul 24, 2014 6:22 pm 
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Dangerous
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I think it would be cool, and also add to the realism and immersion into the game, if we could talk to passengers we are carrying around.

Anyone know of any OXPs that may already do this?


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PostPosted: Thu Jul 24, 2014 6:44 pm 
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Perhaps just random bits of conversation that pops up on the HUD like the way ships communicate?

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PostPosted: Thu Jul 24, 2014 6:44 pm 
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Quote:
Perhaps just random bits of conversation that pops up on the HUD like the way ships communicate?
That's an idea that's brilliant in its simplicity!


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PostPosted: Thu Jul 24, 2014 7:30 pm 
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Quote:
Quote:
Perhaps just random bits of conversation that pops up on the HUD like the way ships communicate?
That's an idea that's brilliant in its simplicity!
I agree. That would be brilliant. Perhaps a random "Thanks for taking me" or "Can this ship go any faster?" or "What a beautiful sight out this window!"

And maybe certain events could trigger comment from the passenger. For example, hitting a bouy could cause them to say, "Where did you get your piloting license?" or being fired upon could make the passenger say, "Getting in firefights was not part of my contract!"

How hard would making such an OXP be?


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PostPosted: Thu Jul 24, 2014 7:39 pm 
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Quote:
How hard would making such an OXP be?
Fairly simple. On launch, check for passengers. If present, start a timer with a random time. When the timer fires, check the current context - is the ship near anything? being attacked? all quiet? - and use the context to select which list of possible messages to use. Randomly select a message from the appropriate list and display it. Restart the timer.
Code:
this.shipLaunchedFromStation = function()
	{
	if (player.ship.passengers.length > 0)
		{
   this.$passengerNoiseTimer = new Timer(this, _passengerNoise, (Math.random() * 1000));
		}
	}

this._passengerNoise = function () { /* Your code here...*/ }


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PostPosted: Thu Jul 24, 2014 9:00 pm 
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Posts: 85
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Quote:
Quote:
How hard would making such an OXP be?
Fairly simple. On launch, check for passengers. If present, start a timer with a random time. When the timer fires, check the current context - is the ship near anything? being attacked? all quiet? - and use the context to select which list of possible messages to use. Randomly select a message from the appropriate list and display it. Restart the timer.
Code:
this.shipLaunchedFromStation = function()
	{
	if (player.ship.passengers.length > 0)
		{
   this.$passengerNoiseTimer = new Timer(this, _passengerNoise, (Math.random() * 1000));
		}
	}

this._passengerNoise = function () { /* Your code here...*/ }
I think I need to try to talk someone who knows how to programs OXPs into trying to make this... Lol.


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PostPosted: Fri Jul 25, 2014 4:39 am 
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Perhaps we can make a "passenger chatter" thread where we can contribute lines of passenger dialog to add to an OXP, saving whoever takes this on time from having to think them up him/herself? (or use this one)

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Pilot: Mossfoot - Ship ID: Viaticus Rex (Cobra MKII)
Rank: Competent - Status: Clean

http://www.noahchinnbooks.com/


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PostPosted: Fri Jul 25, 2014 4:59 am 
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Quote:
Perhaps we can make a "passenger chatter" thread where we can contribute lines of passenger dialog to add to an OXP, saving whoever takes this on time from having to think them up him/herself? (or use this one)
Thats a great idea! Which forum would be best suited for that? This one? Or perhaps the expansion packs forum?


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 Post subject: Noisy Passengers OXP
PostPosted: Fri Jul 25, 2014 6:04 am 
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I'll bet anyone a dollar this thread gets moved to the OXP forum sooner or later. I've made a version 0.1, with only one message per context. You can add random text generators to it. I'll upload it in the next 24 hours. Real life beckons now.

Contexts:

alertMassLocked - "There's a lot of other ships about."
alertHostiles - "Hey, is someone shooting at us?"
alertAltitude - "You're getting awfully close to the ground aren't you?"
alertCondition === 1 "I'm bored. Are we there yet?"

etc...

http://wiki.alioth.net/index.php/Oolite ... Properties


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PostPosted: Fri Jul 25, 2014 10:47 am 
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Take a look at this thread: http://www.aegidian.org/bb/viewtopic.ph ... +immersive

Speaking of, I should unbury it and get around to implementing all that chatter.


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 Post subject: Re: Noisy Passengers OXP
PostPosted: Fri Jul 25, 2014 12:59 pm 
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Dangerous
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Posts: 85
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Quote:
I'll bet anyone a dollar this thread gets moved to the OXP forum sooner or later. I've made a version 0.1, with only one message per context. You can add random text generators to it. I'll upload it in the next 24 hours. Real life beckons now.

Contexts:

alertMassLocked - "There's a lot of other ships about."
alertHostiles - "Hey, is someone shooting at us?"
alertAltitude - "You're getting awfully close to the ground aren't you?"
alertCondition === 1 "I'm bored. Are we there yet?"

etc...

http://wiki.alioth.net/index.php/Oolite ... Properties
That sounds awesome! I can't wait to try it! :-)


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PostPosted: Fri Jul 25, 2014 3:13 pm 
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http://wiki.alioth.net/img_auth.php/c/c ... rs_0.1.oxz


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PostPosted: Sat Jul 26, 2014 12:29 pm 
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Quote:
I accidentally deleted my save game, so I had to start back at square one. As soon as I save up for the advanced navigational array and passenger berth, I will report how well this works. :-)


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PostPosted: Sat Jul 26, 2014 12:47 pm 
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Quote:
I accidentally deleted my save game...
In other news, the dog ate my homework. :mrgreen:


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PostPosted: Sat Jul 26, 2014 1:08 pm 
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Posts: 85
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Quote:
Quote:
Quote:
I accidentally deleted my save game...
In other news, the dog ate my homework. :mrgreen:
Lol. I had to reinstall Oolite (It started acting up on me), and I thought I backed up my save file, but I backed up the wrong one. It was one when I still only had a few hundred credits and a large cargo bay. Pretty much back at square one. :-(


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