Scanner ranges question
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I’m not 100% sure what your looking for, but this might help:
http://the-starport.net/freelancer/wiki/index.php/Limit_Breaking_101#Visibility
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There’s a discussion in the limit breaking 101 thread about extending scanner range and what not, I’d read it and see if it’s of any help to you. We’re really missing Adoxa, he always solved these problems in no time.
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khayman wrote:
I’m not 100% sure what your looking for, but this might help:http://the-starport.net/freelancer/wiki/index.php/Limit_Breaking_101#Visibility
Timmy51m wrote:
There’s a discussion in the limit breaking 101 thread about extending scanner range and what not, I’d read it and see if it’s of any help to you. We’re really missing Adoxa, he always solved these problems in no time.oh wow these look very tasty indeed… but im afraid that kind of editing seems to be beyond me at the moment. im not really confident enough to open dll or exe files. partly why none of my ships have their own information id yet.
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Seriously, don’t blow it out of proportion, it’s really not rocket science. If you want to have a dabble at a few hacks then just take a look at this ! TUTORIAL !.
You can’t hack a standard (vanilla) freelancer.exe file though, don’t ask me where you get the right version to hack from but I’m sure someone knows where one is. You could take one from an existing mod but then you’re pretty much gonna find they will have already made changes which you might not want.
Naming stuff, well that’s nothing to worry about. Few options, I’ve always used fled-ids but there are other possibly better options. FriendlyFire made a good tool from what I’ve read that’s supposed to be much better-er, FlDev
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Yeah i thought hex editing was awesome hard till i did a few edits & quickly realized its some rather basic stuff… with huge results
Your going to have to raise the overall scanning ranges via hex… then make a whole run of different scanners in your .ini, and then alter the markets/loadouts so there all in play.
You have to learn about 4 things… but each one will add more knoledge to your modding ability’s and thats never a bad thing… and they all take less then 30 mins to learn
EDIT: for npc’s there’s extra scanning/fire params in the pilot data as well… original values i believe are 5000… thats some indepth stuff though but i’d thought i’d add it here as you may want to look at that latter
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Also, how are you going to make sure your enemies are carrying the correct scanner?
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Hidamari wrote:
oh wow these look very tasty indeed… but im afraid that kind of editing seems to be beyond me at the moment. im not really confident enough to open dll or exe files. partly why none of my ships have their own information id yet.I know what you mean about them looking really hard to edit, ive only been test editing them for a little while. Once you get your head around them, they are pretty straight forward, but if you get stuck, then just ask
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Well, it sounds to me like you want your enemies to NOT be able to see you while YOU are able to see them…
How are you going to prevent them from having the same ability, thus negating the advantage? The only way would be to make sure they do not have the same scanners equipped as you do.
You’re going to need some way to identify certain players as your allies and the rest as ‘not’ your allies.
(It’s possible I’m misunderstanding what you’re trying to do here…)
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robocop wrote:
Well, it sounds to me like you want your enemies to NOT be able to see you while YOU are able to see them…How are you going to prevent them from having the same ability, thus negating the advantage? The only way would be to make sure they do not have the same scanners equipped as you do.
You’re going to need some way to identify certain players as your allies and the rest as ‘not’ your allies.
(It’s possible I’m misunderstanding what you’re trying to do here…)
aah, no no you have missunderstood.
what i wanted was this.
I wanted for my mod, scanners that are incapable of locating their enemies and only capable of locating their allies.
this means that sneak attacks will be possible on your enemy.
this would affect both sides of the conflict. (there are only 2 factions in my mod)
so neither side would be able to detect the other team without making physical or audio contact.
being able to locate allies was kind of a plus so that you could have both a separate group and still see all ungrouped allied vessels in the area, to bring about better coordination of forces.
however since it seems separating enemies and allies on the scanner is not possible as they appear to all be linked means that im going to have to go with having no scanner range at all, for allies or enemies, only group contacts will be seen on scanner… so it will be up to the players to group themselves and keep track of their squadron position and communicate with other groups to find and destroy the enemy.
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I’d use some kind of visual identifier then, like red engine trails and weapons for one faction and another colour for the other. It’ll be mayhem otherwise.