Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: diamondgeezer on February 28, 2004, 07:01:06 pm
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Teensy tiny request, so small it won't even set off the code-freeze alarms. Can a maximum scanning distance be set in table entries like the scan time is? So that one would have to close to that given distance before the scanning effect kicked in, if you see my meaning.
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*code-freeze alarm tripped*
No. :p
There's already a built-in limit. For small ships, it's 150m. For large ships (corvettes, etc.) it's 650m. For larger ships, it's something like 1km or more.
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Of course, once you get into realy large ships, you stop just scanning the ship itself, and scan each subsystem, therefore you have to be within a certain distance of that subsystem to scan it.
Too-diddly-doo!
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On a related point, how fesible is it to make it possible to scan ships with the 'capital' flag, in the same manner as a corvette?
Thinking about a certain mission in the FS1 port...
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*has minor sulk*
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Originally posted by Raptor
On a related point, how fesible is it to make it possible to scan ships with the 'capital' flag, in the same manner as a corvette?
Thinking about a certain mission in the FS1 port...
Yes. It requires only a simple fix. It'll be done after 3.6.
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Currently, the Port has 2 table entries for both the Lucifer and the Demon class. One of each of them is not in the tech database and has a "corvette" flag instead of the "capital" flag.
Later!
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Originally posted by Trivial Psychic
Currently, the Port has 2 table entries for both the Lucifer and the Demon class. One of each of them is not in the tech database and has a "corvette" flag instead of the "capital" flag.
Later!
I know, that's what I would like to see removed (those extra two entires take up two valuble ship slots!:hopping: )
Originally posted by Goober5000
Yes. It requires only a simple fix. It'll be done after 3.6.
Good;). Now we just have to wait for 3.6 to be done (whenever that will be)....
I would push for it to be stuck into the 3.6 build, if it's so simple, but I know that 3.6 is a bug hunter build, with a code lock, so...
I have a list of SCP wishes I keep thinking about posting... maybe in few days...:thepimp:
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Originally posted by Raptor
I know, that's what I would like to see removed (those extra two entires take up two valuble ship slots!:hopping: )
Why do you care? Unless you're developing a mod that uses the port there is no reason you can't simply shove the port into a seperate folder and use the mod switch when you want to play the port.
Of course it would be nice to hae capship scanning implemented for other reasons :)
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Originally posted by karajorma
Why do you care? Unless you're developing a mod that uses the port there is no reason you can't simply shove the port into a seperate folder and use the mod switch when you want to play the port.
Well, it's mainly because I can't get the mod switch thing to work....:nervous:
In all honesty, I really should figure out how to do it, as since the SCP can't boost ship limits beyond 128 without breaking multi, to include all the ships I have planed, there's just not enough room...
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If this doesn't make it clear tell me what needs changing.
http://dynamic4.gamespy.com/~freespace/fsdoc/index.php/Installing%20Mods%20Under%20FS2_Open
Follow the instructions for making an Old_FS2_Install folder but simply call it FS1_Port or something :D
The old instructions for using the -mod switch in the readme left me scratching my head for a while but the way I've put it in the wiki should be more clear.