Author Topic: New COMMS officer idea: problems?  (Read 7790 times)

Offline Lurok91

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Re: New COMMS officer idea: problems?
« Reply #40 on: December 05, 2011, 09:02:47 AM »
Love work you're doing, esp. option to 'command' crew to leave bridge  :)     Also, the way you get EMH to pop into seat:  that could be solution to issue I've had in SPmod about getting guests onto new bridges.  If could figure out way to do  'transporter effect' also would be very cool...

Offline JB2005

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Re: New COMMS officer idea: problems?
« Reply #41 on: December 05, 2011, 09:05:36 AM »
Transporter effect on the bridge would be amazing!

And this was one of those ideas that came to me in the shower - the Campaign had Felix replaced with Korbus for a mission, so why not exploit that capability!

I'm currently in the process of taking it to its natural conclusion and writing a script which should allow for a "watch change" as it were - all the crew stand up and walk into the lift, then are replaced by their counterparts from Beta-Shift!
http://captainsordersdevelopmentblog.blogspot.com/2011/12/preview-no-1.html- Captains Orders Development Blog - Last Updated 10/12/2011

Offline tiqhud

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Re: New COMMS officer idea: problems?
« Reply #42 on: December 05, 2011, 09:55:54 AM »
But do remember, the Beta-Shift comes IN first, goes to assigned Post, tells others they are relieved , and the others then leave, but I bet you knew that, and Mite have a BC releated problem, with that many crew on bridge at one time.
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Offline JB2005

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Re: New COMMS officer idea: problems?
« Reply #43 on: December 05, 2011, 10:05:27 AM »
Trouble with that is, the animations BC has included don't allow for a crewman to walk up to a station, tell the crewman he is relieved and wait until he's stood up before sitting down...the solution might be to "fake it" and have the relief crew walk on, and time it so that as they get to the chair of the person they're relieving, the crewperson stands and walks off?

There's no issue with having a large number of crew on the bridge at once (my record is 8, each with an independent menu!) And changing over the menu from one crewman to another is relatively straightforward!
http://captainsordersdevelopmentblog.blogspot.com/2011/12/preview-no-1.html- Captains Orders Development Blog - Last Updated 10/12/2011

Offline Bones

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Re: New COMMS officer idea: problems?
« Reply #44 on: December 07, 2011, 07:23:37 AM »
cool idea, I always wanted to relieve Saffi from duty then order her to go to the nearest airlock and wait for further instructions  :evil:

Offline JB2005

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Re: New COMMS officer idea: problems?
« Reply #45 on: December 07, 2011, 08:38:51 AM »
Well, I thought about ordering Saffi off the bridge, then launching an escape pod and giving you the choice, you can bring Saffi back on board if you want, and if you do you can bring her back to bridge, or you can blow the escape pod up, at which point she's gone!

In terms of coding, it wouldn't be too difficult!

If I get too frustrated, I might release that as a seperate mod for QB!
http://captainsordersdevelopmentblog.blogspot.com/2011/12/preview-no-1.html- Captains Orders Development Blog - Last Updated 10/12/2011

Offline Captain_D

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Re: New COMMS officer idea: problems?
« Reply #46 on: December 07, 2011, 10:30:07 AM »
Man, some great stuff. Now you need to make a function for the whole crew to do the Macarena, on command. Have the song come up and everything.,,,, :dance ,,,,LOL

Seriously, you have come up with some creative thought here, There may even be some hope in having a body of some kind to look down onto when setting in the Captains chair with some of the scripting you have come up with. Now you can truly say,"They are always possibilities" in BC.

Some great work, and a cookie. :thumbsup:

Offline JB2005

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Re: New COMMS officer idea: problems?
« Reply #47 on: December 07, 2011, 11:32:13 AM »
http://captainsordersdevelopmentblog.blogspot.com/2011/12/preview-no-1.html- Captains Orders Development Blog - Last Updated 10/12/2011

Offline Captain_D

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Re: New COMMS officer idea: problems?
« Reply #48 on: December 07, 2011, 05:24:07 PM »
missed that one,  :roll

thanks for the link.

Offline JB2005

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Re: New COMMS officer idea: problems?
« Reply #49 on: December 07, 2011, 05:29:24 PM »
No problem! I should really update that mod at some point!
http://captainsordersdevelopmentblog.blogspot.com/2011/12/preview-no-1.html- Captains Orders Development Blog - Last Updated 10/12/2011

Offline JB2005

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Re: New COMMS officer idea: problems?
« Reply #50 on: December 08, 2011, 07:19:06 PM »
Keep an eye on BC Files over the next couple of days! The first preview of Captains Orders has just been submitted!
http://captainsordersdevelopmentblog.blogspot.com/2011/12/preview-no-1.html- Captains Orders Development Blog - Last Updated 10/12/2011

Offline Lurok91

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Re: New COMMS officer idea: problems?
« Reply #51 on: December 09, 2011, 07:36:55 AM »
Are you still going to do the tutorial on scripting comms officer? As I'd like to give that a try. Or will comms officer be included in new CaptOrd mod?

Offline JB2005

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Re: New COMMS officer idea: problems?
« Reply #52 on: December 09, 2011, 07:49:28 AM »
The comms officer tutorial is in the process of being written! Hopefully it will be done in a week or two! Got a bit of uni work to complete at the moment and while scripting is my break from it, writing the tutorial feels like another essay sometimes!!!
http://captainsordersdevelopmentblog.blogspot.com/2011/12/preview-no-1.html- Captains Orders Development Blog - Last Updated 10/12/2011

Offline Lurok91

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Re: New COMMS officer idea: problems?
« Reply #53 on: March 06, 2012, 05:41:29 AM »
As working on SP mod had given me several ideas re: characters etc, been experimenting with adapting for CO Mod (if JB ever gets round to finishing,  lol  :)).   Just a bit of fun with Janeway in Liu's office and Barclay in Engineering.





I need to work out what the scripting bit is that makes character mouths move with audio.

Offline JB2005

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Re: New COMMS officer idea: problems?
« Reply #54 on: March 06, 2012, 06:49:42 PM »
Sorry I realise I just fell off the edge of the world!

Real life unfortunately got in the way - all this uni work! I thought I'd be able to get back into the swing of things after Christmas, but unfortunately my time has just been eaten since December! I have Captains Orders ticking over on its own install and lists of bugs and codes and such, it's just being able to sit down and have a think!

I've been following the SP Mod as it's been going along and you're doing awesome work Lurok! I'll definitely be freeing up time in my schedule when the release date arrives!
http://captainsordersdevelopmentblog.blogspot.com/2011/12/preview-no-1.html- Captains Orders Development Blog - Last Updated 10/12/2011

Offline Defiant

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Re: New COMMS officer idea: problems?
« Reply #55 on: March 07, 2012, 02:15:26 AM »
For the mouth:Read lipsync.html of the SDK.

Offline Lurok91

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Re: New COMMS officer idea: problems?
« Reply #56 on: March 07, 2012, 07:43:54 AM »
Welcome back, JB  :)  And thanks for tip, Defiant  :thumbsup:  yeah, should always RTFM, lol  :D

Offline JB2005

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Re: New COMMS officer idea: problems?
« Reply #57 on: March 14, 2012, 08:40:00 AM »
Just a warning - lipsync is a bit...difficult!
http://captainsordersdevelopmentblog.blogspot.com/2011/12/preview-no-1.html- Captains Orders Development Blog - Last Updated 10/12/2011