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 Post subject: Re: Realistic damage
PostPosted: Thu Oct 01, 2015 12:23 am 
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Joined: Mon May 20, 2013 9:53 pm
Posts: 2494
Location: Budapest, Hungary (Mainly Agricultural Democracy, TL10)
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Quote:
Image
Note the Hull bar left from the clock. This need CombatMFD and Large or XL HUD in HUDSelector, but you can make it into any HUD using the same tricks.
This property can be added to any HUD? Can you give a brief rundown on the script involved in that? I use a modified Chupacabra HUD with a single added MFD display, and I wouldn't mind having a hull-integrity status on it if it's not too hard to add in.
Put this into the dials section of the .plist file of your HUD:
Code:
		{	data_source = "combatSLBar"; selector = "drawCustomBar:"; draw_surround = yes;
			alert_conditions= 14; //do not show in the dock
			alpha = 1.0; height = 2; width = 35; x = -125; y = 23; y_origin = -1; },
The hull label can be created in the legends section:
Code:
		{	text = "Hull"; align = 1; x = -93; y = 18; y_origin = -1; height=7; width=7;
				alert_conditions= 14; //do not show in the dock
				alpha=0.5;},
If you have CombatMFD OXP then you are done (works without the MFD equipment also), else you must put this into a timer in a worldScript:
Code:
player.ship.setCustomHUDDial("combatSLBar", (player.ship.serviceLevel-75)/25);
There are more Custom HUD dials filled by CombatMFD, for example combatSpeed is very useful imho.

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 Post subject: Re: Realistic damage
PostPosted: Thu Oct 01, 2015 12:55 am 
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Joined: Sat Mar 28, 2015 11:14 pm
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There are more Custom HUD dials filled by CombatMFD, for example combatSpeed is very useful imho.
I've tried CombatMFD, but during a battle, I find I do worse when tempted to peek at the MFD instead of just keeping my eyes on the crosshairs! Simplify, simplify, simplify!

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 Post subject: Re: Realistic damage
PostPosted: Thu Oct 01, 2015 12:58 am 
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Joined: Sun Jul 12, 2015 2:30 pm
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Location: Bavaria, Germany
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What ship are you flying? :shock:
A really big one: [wiki]Andromeda[/wiki].
Oh. I would have expected a more fancy HUD in this one! :lol:

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 Post subject: Re: Realistic damage
PostPosted: Thu Oct 01, 2015 1:49 am 
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Joined: Mon Apr 06, 2009 12:20 pm
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<subtle hint mode>

Norby, that would make a nice post for the Tweaking Thread, even though it's not OXP specific!

</subtle hint mode>

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 Post subject: Re: Realistic damage
PostPosted: Thu Oct 01, 2015 9:34 am 
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Joined: Mon May 20, 2013 9:53 pm
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Location: Budapest, Hungary (Mainly Agricultural Democracy, TL10)
Quote:
I do worse when tempted to peek at the MFD
This is why I was happy when custom dials arrived: these can help to read the values near the bars, even without bringing up the MFD.
Quote:
that would make a nice post for the Tweaking Thread
Done, thanks!

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