Closed tjb8907 closed 11 years ago
I would even suggest having some sort of symbol or logo next to the message if you are in that vehicle, so "Tractor #3 has reached its waitpoint" is normal but if you are in tractor #3 then it would be "Tractor #3 has reached its waitpoint (symbol like '<' or bold lettering)"
Little status update:
What we can't do: adjust our number model to LoadStatus' numbering. Those identification numbers are just from different places, for lack of a better term., And they will only match by coincidence at some point.
What we can do (and have tested): tell LoadStatus to have a tractor that receives a Courseplay info message (traffic, overload point, finished work etc.) to 1) receive the message color, and 2) blink. But, for that, the LoadStatus script has to be rewritten. Having said that, the loadstatus script isn't written very efficiently, there's a lot of redundant code, repitions etc. A complete code overhaul might be the better choice here.
Which brings us to what we may do: contact the LoadStatus author and suggest code improvements and incorporation of the CP info color/blink stuff. May take some time, though.
All that makes sense, and I may look into the LoadStatus code myself and see if I can edit it for my use.
What about what David mentioned, giving some indication in the Courseplay message as to when you are in the tractor that corresponded to that message?
At this point I don't see how the number system in Courseplay is useful when you have no idea which tractor is #3. "Tractor #3 is in traffic" tells me no more than "Tractor is in traffic" if I don't have a way to identify which tractor is #3.
I realize that you guys work very hard on this stuff, and I appreciate all the work, I just want to help make it better! :)
A possible solution to this problem is to add an other control key ( Ctrl + NumPad 4 for example) to switch to the tractor in traffic or in need of something (Seeds, fuel, Manure ...). If you press again the keys, you will go to the next tractors in traffic. It could be a way to help people with many tractors. I don't know if it is possible or not but it is a solution to the problem
to switch to the tractor in traffic or in need of something (Seeds, fuel, Manure ...).
I give you one better: I had a similar idea a while ago, but never got around to actually realising it - but started working on it today. There will (would) be a button left of each info text line. Clicking that button will "transfer" you to that vehicle. Works perfectly so far.
The only downside I can see is that the mouse cursor is needed, meaning you're most likely gonna have to be in a vehicle that has some form of mouse input (e.g. Courseplay, but others would do as well). This also means unless you have a non-vehicle specific mod that uses the mouse, you wouldn't be able to enter it when on foot.
Would I be right to assume that there is no easy way to add an key binding that would work when the farmer is not in a vehicle? I would assume it does record key inputs such, for moving - open store. So there must be some way of doing it?
Although it would possibly mean this part could not be installed on each vehicle but on the farmer.
@davidhunt567: It's a bit complicated to explain, but the way I wrote the "global info texts" (that's what we call them), they're not rendered per vehicle, but rather globally. Effectively that means it could also listen to non-vehicle specific keyEvents, i.e. keyEvents that happen on foot / when g_cM.currentVehicle
is nil
.
Having said that, I prefer to have buttons that go directly to the vehicle in question instead of iterating through the list. One reason for that is speed and efficiency - you jump directly to the vehicle you want to handle, instead of "looking for it". The other reason would be, when I have a single InputBinding for switching to the "next" vehicle, each time the keyEvent would happen I would have to go through the vehicle list, check which one is next, if they're actually still on the list etc.
Work in progress concerning the buttons:
Edit: concerning the mouse cursor on foot: I'm gonna implement a function that lets you activate/deactivate the mouse cursor when there are vehicle info texts - using the right mouse key.
Sorry dont think I explained myself too well. Your edit pretty much covers what I was trying to say. That surely there was a way to activate the mouse cursor while on foot. Then you can acess it without having to be in a vehicle.
I love the idea of having a button to click. Looking forward to seeing it released.
Everyone, please test v3.41.0221. If on foot, use the right mouse key (or whatever you changed COURSEPLAY_MOUSEACTION_SECONDARY
to) to activate the mouse. If in the vehicle, activate the mouse via CP. Then click the button corresponding to the vehicle you want to jump to.
Colors:
Works well for me. One more suggestion, would it be possible to add a second button such as if a driver has reached the end of the course the driver could be 'sent home' without entering the vehicle or if it is at a waitpoint that you know it has to ignore for some reason you could 'continue' without getting in. These would be rarely used I would assume but not to hard to implement since you already have one button and the functionality, just a second button and call the function?
@davidhunt567: I think that's overkill. While it would certainly be technically possible, the cost would exceed the actual benefits. What I mean with this is: Buttons in general are not the most performance friendly thing in a script. They require a lot of permanent checking, comparing, state changing, listening, for-looping etc. That's what the cost is. The benefits would be saving maybe half a second. Switching to that vehicle and pressing CTRL+NUM 8
or CTRL+NUM 9
is easy enough, in my opinion.
I would agree that it is overkill. Just a suggestion for the most lazy of us.
0221 worked very well for me as well. Thanks for the feature!
I like the new feature where it gives each driver a unique number to identify which tractor is which, but when it says "Tractor #3 has reached is waitpoint", is there anyway to know which tractor is #3? Maybe I am missing something, but I don't see how to tell them apart. I use the LoadStatus Mod, which indicates what vehicles are driving a course, and what course they have loaded, so I though about adding the vehicle number to that somehow, but I figured I would ask here first in case I'm missing something.
Thanks!