Mini map on HUD
Wilson
Join Date: 2010-07-26 Member: 72867Members
I use the minimap so often I think it'd be useful to have it on the HUD all the time. I think it would be quite hard to see everything if the whole map was displayed though, so a zoomed in view of just your surrounding area would be the best I think.
I'd also like to see a little death icon (skull and crossbones?) come up when a friendly unit dies.
Here's a very quick mock up to show what I'm talking about (I've probably made it a bit too big in this):
<img src="http://i.imgur.com/6N4EF.jpg" border="0" class="linked-image" />
I'd also like to see a little death icon (skull and crossbones?) come up when a friendly unit dies.
Here's a very quick mock up to show what I'm talking about (I've probably made it a bit too big in this):
<img src="http://i.imgur.com/6N4EF.jpg" border="0" class="linked-image" />
Comments
I like NS2's hold button to see total map method.
having a toggle-able mini map would be a nice touch. just dont do what DOD did and have it all run by the same button. rather annoying to have to toggle through the full map before you can close the minimap.
IMO the ideal is: retain current map function and have a second function run by a separate key to toggle a minimap on and off.
mini map is useful for new players to navigate a new level.
I remeber running around in NS1 with the map open only to get mauled by a skulk because I didnt wan to miss my next turn.
Once I got to know the maps it wasnt a big problem anymore.
a optional mini map is a nice way to help players navigate an unfamiliar map.
In dods you can bind a separate button (defualt M) to bring up a full map just like in NS2 (if you don't want to toggle through the minimap options). I would always keep the minimap on in that game though, its so useful.
As in a marine would see a skulk coming up behind him from using his 'mini map', but prolly not befor its too late.
I dunno, it was cool in dota. that was a complete minimap
Though, I would make it toggleable (sometimes I don't need an always on minimap). This is also something it would be nice to include on a 2nd screen, if UWE ever decides to support 2+ screens.
i think ScardyBob is right
As in a marine would see a skulk coming up behind him from using his 'mini map', but prolly not befor its too late.
I dunno, it was cool in dota. that was a complete minimap<!--QuoteEnd--></div><!--QuoteEEnd-->
Well, you only see what is in line of sight. As long as there wasn't a marine behind you, a skulk sneaking up wouldn't show on the map.
Is there a way to get it zoomed in so it only shows the part of the map in your close proximity, like in the mock-up I posted?
you also see enemy lifeforms and structures, for as long as they are on your teams sight.
Wait a minute, I think it might. Not clipping the element, but you seem to be able to set what area of the texture you want the element to use. That is how the minimap icons work. One texture file with all the icons, and it draws the area which contains the icon needed.
Sounds like a fun idea to try and mod, I think I will do so now.
EDIT:
Indeed it does work, although things like this would be way easyer to create if there was clipping imho.
I dont feel like finishing the mod as this mod just does not really feel very interesting, but I decided to post what I made so people can see how to use SetTexturePixelCoordinates for stuff like this ;)
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->local playerOrigin = PlayerUI_GetOrigin()
local adjustedX = Client.minimapExtentOrigin.x - playerOrigin.x
local adjustedZ = playerOrigin.z - Client.minimapExtentOrigin.z
local posX = (adjustedZ/(Client.minimapExtentScale.z/2)+0.5) * 256 // minimap image is 256*256 pixels
local posY = (adjustedX/(Client.minimapExtentScale.x/2)+0.5) * 256
local offset = 50
local bottomX = posX-offset
local bottomY = posY-offset
local topX = posX+offset
local topY = posY+offset
self.minimap:SetTexturePixelCoordinates(bottomX, bottomY, topX, topY)<!--c2--></div><!--ec2-->
This makes you see a 100px*100px (50*2 = 100) area of the minimap, where the center is your current position.