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Re: Self-Transforming Items (Pre-Project Discussion)[message #293525] Mon, 14 November 2011 18:06 Go to previous messageGo to previous message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Transformation Control - I would suggest keeping it out of the NAS attachment slot area. Either of the currently discussed: corner of the BigItem graphic, or pop-up menu from a right-click on the Big Item graphic.

Perhaps some combination of both: double-click on the BigItem graphic triggers "forward" transform, right click on graphic triggers pop-up of menu with options for "forward" and "backward" transforms.

Reason's I don't particularly care for having a button in the NAS attachment slot area:

1) I've got more or less all parts of this area in use (I'm not using standard v1.13 NAS defines). The lower right corner for instance is where I keep the four "internal" slots for rod&springs, trigger groups, and storage of miscellaneous items. Upper Right corner, is used for ad-hoc display of instructions to players (using dummy attachments, and the slot's pop-up label feature).

2) If the "button" is simply a modified NAS slot, or otherwise shares elements with how NAS slots are displayed, I'm fearing that buttons would overlap. The NAS slots defined for an attachment, add to the slots of the weapon. This how the ACOG can add a slot specifically for a Reflex Sight.

My projects use this capability extensively (tons of attachments that add new NAS slots), and one of the debugging tasks I run into occasionally is slot "de-confliction." A handful of slots share the same coordinates, and were planned never to appear at the same time - mistakes, and inattention during planning has meant otherwise, leading to the debugging work. My fear is that even though the buttons are not NAS slots per sec, enough may be shared so that the button for a scope transform may overlap with that of the weapon's folding stock. Which lead to...

3) Knowing what you are transforming. Clicking, or a menu popping up from the BigImage gives a clear indication to the player as to what they are modifying.

EDIT:
DepressivesBrot
Also, the distinction should probably be part of the graphic (see smeagols 2,3 and 4rd trigger groups) and/or the item name ( like '2-4x40 Scope, 2.5x', where 2.5x indicates the currently used 'mode').

Yeah, my projects already have different graphics for most weapons with their stock folded/deployed, and the ARS Magnifier System (ie. "proof-of-concept" for the utility of variable power scopes under NCTH) have their magnification factor set illustrated in both Interface and BigItem graphics.

[Updated on: Mon, 14 November 2011 19:56] by Moderator

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