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DarkSpace - Beta
Palestar

[FAQ
Forum Index » » Developer Announcements » » In-Game Tips
 Author In-Game Tips
Faustus
Marshal
Palestar


Joined: May 29, 2001
Posts: 2748
From: Austin, Texas
Posted: 2002-11-21 09:16   
I want to add in-game tool tips, which are displayed as players perform actions in-game. This is something that will be turned on for new players, replacing the current out-dated tutorials.

Please help out, by posting to this topic your conditions and the text for the tool tip...

For Example:

Condition: First Enemy Contact
Text: The red indicator that just appeared is an enemy contact, left click on the indicator to target that enemy. Once targeted, you can fire all available weapons by pressing Space. You can fire a single weapon by clicking on the weapon icon in your systems display.

_________________


  Goto the website of Faustus
Bumblebee
Cadet
Mercenaries of Andosia

Joined: May 31, 2001
Posts: 2256
From: Switzerland
Posted: 2002-11-21 10:45   
Condition: First supply of a ship
Text: Left click on the indicator to target that ship. Once targeted, if you are closer than 100 gu, press Y to start the supply-process
To abort the process, press Y again

....................................................................................................................

Condition: choosen a "target", pressed J for the first time
(ship should not jump, perhaps a flag who is set after the first successfull jump)
Text: You have choosen to jump to a target, like a planet or a ship
Make shure, by pressing F2 - the navigation-map - your jump-path is white
A red line indicates, there will be a collision, if you do not correct the course
If your path is white, go on by pressing H

...................................................................................................................

Condition: the first ship leaves the gate, for the first time
Text: To accelerate, press W, or use the UParrow
To decrease speed/stop, press Q, or use the DOWNarrow
To steer right, press D, or use the RIGHTarrow
To steer left, press A, or use the LEFTarrow
_________________


  Email Bumblebee
Jim Starluck
Marshal
Templar Knights


Joined: October 22, 2001
Posts: 2232
From: Cincinnati, OH
Posted: 2002-11-21 11:21   
Condition: First missile/fighter launched at player
Text: An enemy has launched a missile at you! If your ship has any beam weapons, you can set them to point-defense with ctrl+B and have them shoot down the missile.
_________________
If at first you don't succeed, get a bigger space battleship and try again.

  Email Jim Starluck
chris aka sunshine
Cadet

Joined: May 29, 2001
Posts: 1649
From: Germany
Posted: 2002-11-21 11:52   

-- Friendly Fire

conditions:

doing a specific value of FF (e.g. 0.5 FF within 60 seconds)
or
targeting and shooting at friendly units (including allied planets/structures)

Message:

[rank] [name], cease from shooting at allied forces! You're about to gain a huge amount of FF, which will result in an overall prestige loss! The contact indicators inform you about a target's affiliation. Enemy forces are coloured red, allied ones are green.


************************************************

-- 1st time a user removes a gadget

conditions:

removing 1 gadget without compensating the free slot within 60 seconds
removing 2 or more devices at once

Message:

[rank] [name], you're about to reduce the value of your ship. You have to fill the free slot(s) with an device of equal or higher value, otherwise you'll get penalized for this loss next time you enter the JumpGate.
_________________
Christian 'sunshine' Weyand





  Email chris aka sunshine   Goto the website of chris aka sunshine
Chromix
Cadet

Joined: June 29, 2001
Posts: 3052
Posted: 2002-11-22 03:09   
Hmm, hardcoded or scripted.. that´s the question
If those events needed are passed through to a script and the script got a function to centerprint I think it´d work well. (As one can highlight panels and analyze the general situation using scripting already)
Coding and testing would also be more easy, as the script can be changed/rerun without having to exit the game or change any gamecode.
Later on the finished scripts can be placed inside the gamecode. Also having those things scripted would probably result in some players being able to help writing them, so less work for you....
_________________


  Email Chromix
Jim Starluck
Marshal
Templar Knights


Joined: October 22, 2001
Posts: 2232
From: Cincinnati, OH
Posted: 2002-12-05 20:16   
Posting on behalf of Max Kepler, since only Mods can post here:



Condition: Player first enters a friendly dictor field
Text: You have just entered a friendly interdictor field. An interdictor field is a special device generated by an Interdictor Cruiser (or the K'luth version, so, faction specific) or planet that prevents enemy ships from jumping within a 1000gu radius from the ship or planet.

------------
Condition: Player first enters an ENEMY dictor field
Text: You have just entered an enemy interdictor field! This is being generated by a local Interdictor Cruiser or planet. While in the field, your Jump Drive will not be functional. The field covers a 1000gu circle from the enemy ship/planet generating it.

------------
Condition: Player is first tagged by a Beacon
Text: You have just been tagged by a Beacon. Enemy ships of the faction that tagged you will be able to see you wherever you go unless it is removed by a Depot or Supply Ship.

------------
Condition: Player first cloaks
Text: Are you cheap, or are you just a coward? Turn that cloak off!

Just kidding =P

Text: You have just cloaked. While your signiature is at or below 0, enemy ships will not be able to see you on sensors or visual unless you are very close to them. Remember, firing and travelling at high speeds (especially using a Jump Drive) will cause your signiature to go up. You can prevent signiature build-up by being near or installing ECMs or being in a nebula. Watch out, enemy ships and planets can use ECCMs to boost your signiature and detect you easier!

------------
Condition: Player first dies
Text: You just died. Luckily, you aren't really dead, but your prestige has decreased. You can command a new ship by clicking "Select New Ship". Remeber, losing ships of greater value (Frigates are more valuable than Scouts, and Destroyers are more valuable than Frigates, etc.) will cause more and more prestige to be lost. If you had any modifications on your ship, they are most likely lost, although they may be left out in space as debris.

------------
Condition: Player presses Ctrl+D for the first time
Text: You just tried to activate the self destruct! Pressing Ctrl+D twice will cause your ship to begin the self-destruct sequence. Pressing Ctrl+D after the sequence has begun will cancel the self destruct. When the self-destruct sequence is activated, you will have 10 seconds to change your mind or your ship will explode and you will die. Self-destructing adds additional prestige loss in addition to the prestige loss of dying.

-----------
Condition A: Ship is travelling at 10gu/s or less and 50gu or less from a planet
Actions: Ship automatically is ordered to orbit the planet, text appears:
"You are nearing a planet. Your ship has already been ordered to orbit the planet. Hitting a planet results in death."

Condition B: Ship is travelling at more than 10gu/s and is 50gu or less from a planet
Actions: Text "Veer off! You are about to hit a planet!" appears

Condition C: Player hits planet
Action: Text "You have just hit a planet. You have died." appears.

----------------

Might post s'more later

_________________
If at first you don't succeed, get a bigger space battleship and try again.

  Email Jim Starluck
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