An OnslaughtSpecials2 expansion request
Posted: Sun 19. Nov 2023, 12:20
Not sure I follow what this request needs.
The only reason to use the RNH fork would be explicitly to get the nodes' health showing on players' radar, as, beyond the 13 lines in ONSPowerNodeSpecial's DrawRadarLabel() that enable this feature, OS2 and OS2_RNH are identical - and probably equally dormant projects for purposes of further development so picking the "right" one with that in mind shouldn't really be a concern. Further forking of RNH to allow selective disabling of the only feature it adds would be functionally identical to just using OS2, so if a map editor wants to benefit from any other OS2_RNH feature but radar nodes health, there's no downside to just referencing/myLeveling OnslaughtSpecials2 instead. Unless I'm missing some other consideration here.
The nodes' labels ingame can be shown or hidden via the tri-state toggle command ShowNodeBeacons. It alternates between completely hiding node labels, showing only labels for visible node discs (and enough geometry clearance around them) or showing labels for all nodes, and was changed to this arrangement in OS2 (from a two-state toggle in OS1, IIRC), which also applies to the RNH fork. I believe Wormbo coded it so that the player's node label visibility choice would be stored in a singular, relevant section of their User.ini regardless of the mod being myLeveled or running as an external dependency, preventing different such listings per map. Lastly, the mod informs players about node label visibility options via console message upon each map load, and even updates said text with their corresponding keybind, IIRC.
Hope that helps.
The only reason to use the RNH fork would be explicitly to get the nodes' health showing on players' radar, as, beyond the 13 lines in ONSPowerNodeSpecial's DrawRadarLabel() that enable this feature, OS2 and OS2_RNH are identical - and probably equally dormant projects for purposes of further development so picking the "right" one with that in mind shouldn't really be a concern. Further forking of RNH to allow selective disabling of the only feature it adds would be functionally identical to just using OS2, so if a map editor wants to benefit from any other OS2_RNH feature but radar nodes health, there's no downside to just referencing/myLeveling OnslaughtSpecials2 instead. Unless I'm missing some other consideration here.
The nodes' labels ingame can be shown or hidden via the tri-state toggle command ShowNodeBeacons. It alternates between completely hiding node labels, showing only labels for visible node discs (and enough geometry clearance around them) or showing labels for all nodes, and was changed to this arrangement in OS2 (from a two-state toggle in OS1, IIRC), which also applies to the RNH fork. I believe Wormbo coded it so that the player's node label visibility choice would be stored in a singular, relevant section of their User.ini regardless of the mod being myLeveled or running as an external dependency, preventing different such listings per map. Lastly, the mod informs players about node label visibility options via console message upon each map load, and even updates said text with their corresponding keybind, IIRC.
Hope that helps.