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Talking to passengers

Posted: Thu Jul 24, 2014 6:22 pm
by byronarn
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?

Re: Talking to passengers

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

Re: Talking to passengers

Posted: Thu Jul 24, 2014 6:44 pm
by Zireael
mossfoot wrote: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!

Re: Talking to passengers

Posted: Thu Jul 24, 2014 7:30 pm
by byronarn
Zireael wrote:
mossfoot wrote: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?

Re: Talking to passengers

Posted: Thu Jul 24, 2014 7:39 pm
by Wildeblood
byronarn wrote: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: Select all

this.shipLaunchedFromStation = function()
	{
	if (player.ship.passengers.length > 0)
		{
   this.$passengerNoiseTimer = new Timer(this, _passengerNoise, (Math.random() * 1000));
		}
	}

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

Re: Talking to passengers

Posted: Thu Jul 24, 2014 9:00 pm
by byronarn
Wildeblood wrote:
byronarn wrote: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: Select all

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.

Re: Talking to passengers

Posted: Fri Jul 25, 2014 4:39 am
by mossfoot
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)

Re: Talking to passengers

Posted: Fri Jul 25, 2014 4:59 am
by byronarn
mossfoot wrote: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?

Noisy Passengers OXP

Posted: Fri Jul 25, 2014 6:04 am
by Wildeblood
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

Re: Talking to passengers

Posted: Fri Jul 25, 2014 10:47 am
by Zireael
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.

Re: Noisy Passengers OXP

Posted: Fri Jul 25, 2014 12:59 pm
by byronarn
Wildeblood wrote: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! :-)

Re: Talking to passengers

Posted: Fri Jul 25, 2014 3:13 pm
by Wildeblood

Re: Talking to passengers

Posted: Sat Jul 26, 2014 12:29 pm
by byronarn
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. :-)

Re: Talking to passengers

Posted: Sat Jul 26, 2014 12:47 pm
by Wildeblood
byronarn wrote:
I accidentally deleted my save game...
In other news, the dog ate my homework. :mrgreen:

Re: Talking to passengers

Posted: Sat Jul 26, 2014 1:08 pm
by byronarn
Wildeblood wrote:
byronarn wrote:
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. :-(