[MOD] LR Scanner Pings v2.0
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Ohayo everyone.
Yeah, the other pings from the better scanners are probably "_best_" and "_better_", in the same folder.
I only use the "standard" scanners, so that's my fault. You'd just have to change all of the "result" files and also change them inside the "effects.xml".
Strangely, the "normal" scanner results are called "good" and inside the effects.xml, they are called "bad" :-/
But I suggest adding all of the results.
Effects.xml:
scfx_result_good_01
scfx_result_neutral_01
scfx_result_bad_01
Files in "fx/":
scfx_result_best_01.xml
scfx_result_better_01.xml
scfx_result_good_01.xml
scfx_result_valuable_01.xml*
Valuable is quoted out in the "effects.xml", so I'd say it is unneeded.
I'll test it once I have time to change them all.
Important is that you keep the base values and just multiply them by 6 or 10. I'd go for 10, just to have a nice long time, but since the Scanner works like a sonar, it'd be better to re-ping it, and have a shorter time, 6x I'd say.
*Edit*
And many thanks for the man Gazz for uploading it
Yeah, the other pings from the better scanners are probably "_best_" and "_better_", in the same folder.
I only use the "standard" scanners, so that's my fault. You'd just have to change all of the "result" files and also change them inside the "effects.xml".
Strangely, the "normal" scanner results are called "good" and inside the effects.xml, they are called "bad" :-/
But I suggest adding all of the results.
Effects.xml:
scfx_result_good_01
scfx_result_neutral_01
scfx_result_bad_01
Files in "fx/":
scfx_result_best_01.xml
scfx_result_better_01.xml
scfx_result_good_01.xml
scfx_result_valuable_01.xml*
Valuable is quoted out in the "effects.xml", so I'd say it is unneeded.
I'll test it once I have time to change them all.
Important is that you keep the base values and just multiply them by 6 or 10. I'd go for 10, just to have a nice long time, but since the Scanner works like a sonar, it'd be better to re-ping it, and have a shorter time, 6x I'd say.
*Edit*
And many thanks for the man Gazz for uploading it
Last edited by TerminalVelocity3DR on Sat, 23. Nov 13, 11:58, edited 1 time in total.
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- Posts: 65
- Joined: Tue, 31. May 11, 07:05
I set it to 10x the Duration, it seems to be the best solution, considering you use it for containers mostly - with moving objects the problem remains, as it works like a sonar: it shows the old location, so for static objects its perfect. but for moving ships, not that helpful.
Maybe we can put a "repeat" into the animations? To repeat it like say, 10 times, with a pause of 3 seconds each? That'd be like a real-life sonar, at least. Anyway, here is ze code:
scfx_result_best_01
scfx_result_better_01
scfx_result_good_01
Effects.xml
Maybe we can put a "repeat" into the animations? To repeat it like say, 10 times, with a pause of 3 seconds each? That'd be like a real-life sonar, at least. Anyway, here is ze code:
scfx_result_best_01
Code: Select all
<?xml version="1.0" encoding="utf-8"?>
<diff>
<replace sel="/components/component[@name='scfx_result_best_01']/connections/connection[@name='Connection01']/animations">
<animations>
<animation name="playonce" start="1" end="1500"/>
</animations>
</replace>
<replace sel="/components/component[@name='scfx_result_best_01']/connections/connection[@name='Connection01']/parts/part[@name='anim_nova']/uv_animations/uv_animation[@mapchannel='1']/uv_property[@name='u_offset']">
<uv_property name="u_offset" controller="linear_float">
<key frame="0" value="0"/>
<key frame="10" value="0.15"/>
<key frame="1500" value="0.23"/>
</uv_property>
</replace>
</diff>
Code: Select all
<?xml version="1.0" encoding="utf-8"?>
<diff>
<replace sel="/components/component[@name='scfx_result_better_01']/connections/connection[@name='Connection01']/animations">
<animations>
<animation name="playonce" start="1" end="1200"/>
</animations>
</replace>
<replace sel="/components/component[@name='scfx_result_better_01']/connections/connection[@name='Connection01']/parts/part[@name='anim_nova']/uv_animations/uv_animation[@mapchannel='1']/uv_property[@name='u_offset']">
<uv_property name="u_offset" controller="linear_float">
<key frame="0" value="0"/>
<key frame="15" value="0.15"/>
<key frame="1200" value="0.25"/>
</uv_property>
</replace>
</diff>
Code: Select all
<?xml version="1.0" encoding="utf-8"?>
<diff>
<replace sel="/components/component[@name='scfx_result_good_01']/connections/connection[@name='Connection01']/animations">
<animations>
<animation name="playonce" start="1" end="900"/>
</animations>
</replace>
<replace sel="/components/component[@name='scfx_result_good_01']/connections/connection[@name='Connection01']/parts/part[@name='anim_nova']/uv_animations/uv_animation[@mapchannel='1']/uv_property[@name='u_offset']">
<uv_property name="u_offset" controller="linear_float">
<key frame="0" value="0"/>
<key frame="10" value="0.15"/>
<key frame="900" value="0.25"/>
</uv_property>
</replace>
</diff>
Code: Select all
<?xml version="1.0" encoding="UTF-8"?>
<diff>
<replace sel="/effects/effect[@name='scfx_result_good_01']/elements/element[@id='1']/@duration">
50
</replace>
<replace sel="/effects/effect[@name='scfx_result_neutral_01']/elements/element[@id='1']/@duration">
40
</replace>
<replace sel="/effects/effect[@name='scfx_result_bad_01']/elements/element[@id='1']/@duration">
30
</replace>
</diff>
Pfft. You did all the heavy lifting. Ya just don't want to do the support for a mod! (which I can understand =)TerminalVelocity3DR wrote:And many thanks for the man Gazz for uploading it :)
Download updated.
Personally I think that the timer is a bit long. 18s was close to perfect, IMO, maybe should be somewhere around 25s. I don't see the value in a 50s err... value. =)
But since I can always change it if I don't like it...
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
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Yeah, just need to make sure to get the correct standard values for each entry.
I multiplied by 10, so just divide by 10 and then use your own value.
OR, or: you could make a uniform value, as the other colors (blue and gold?) are displaying shorter than the grey "unindentified" ring that comes up.... but I dont know if thats true, at least the framecounter for the others is lower (a bit), and I've never seen a blue indicator from the police scanner yet.
But at least we are going forward with nice steps, I'm liking the game more and more, just thanks to the modability.
Thx for uploading, again
I multiplied by 10, so just divide by 10 and then use your own value.
OR, or: you could make a uniform value, as the other colors (blue and gold?) are displaying shorter than the grey "unindentified" ring that comes up.... but I dont know if thats true, at least the framecounter for the others is lower (a bit), and I've never seen a blue indicator from the police scanner yet.
But at least we are going forward with nice steps, I'm liking the game more and more, just thanks to the modability.
Thx for uploading, again
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Was wondering if that containers can be made targetable and eventualy the scanner would target the nearest one or it would just show the distance from the container.
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Double posting but the post above is to old and i cant edit it
Did play with this mod code abit and got some interesting results:
This will make the ping to repeat for entire duration of 18 sec or whatever Gazz did put in there
is put in ther to make a bit of pause between aniamtions, on 57-60 frames it makes pretty nice like sonar effect.
Not sure how to change the color of each ring to make it match the loot quality atleast for now.
Also im wondering if its possible to change lightning/color effects on crates while in effect of the scanner to make them more visible.
Did play with this mod code abit and got some interesting results:
Code: Select all
<diff>
<replace sel="/components/component[@name='scfx_result_good_01']/connections/connection[@name='Connection01']/animations">
<animations>
<animation name="repeat" start="1" end="52"/>
</animations>
</replace>
<replace sel="/components/component[@name='scfx_result_good_01']/connections/connection[@name='Connection01']/parts/part[@name='anim_nova']/uv_animations/uv_animation[@mapchannel='1']/uv_property[@name='u_offset']">
<uv_property name="u_offset" controller="linear_float">
<key frame="0" value="0"/>
<key frame="25" value="0.15"/>
<key frame="50" value="0.25"/>
</uv_property>
</replace>
</diff>
Code: Select all
end="52"
Not sure how to change the color of each ring to make it match the loot quality atleast for now.
Also im wondering if its possible to change lightning/color effects on crates while in effect of the scanner to make them more visible.
MK3 Optimization "If you get stinky rich its his fault"
IEX - Sector Visual Enhancement "Dont enjoy the view navigating thrugh asteroid field, Seriously!"
Marine Repair 2 "Tip 19: Modern coffie cup`s are made of hull plating, beware"
IEX - Sector Visual Enhancement "Dont enjoy the view navigating thrugh asteroid field, Seriously!"
Marine Repair 2 "Tip 19: Modern coffie cup`s are made of hull plating, beware"
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Cant find the best container, but i did change good and better ones to ping.
So if anyone wanna them to ping here is the link for it.
Just replace scfx_result_good_01.xml and scfx_result_better_01.xml in extensions\LR_Scanner_Duration\assets\fx\misc
Better containers ping alot faster
So if anyone wanna them to ping here is the link for it.
Just replace scfx_result_good_01.xml and scfx_result_better_01.xml in extensions\LR_Scanner_Duration\assets\fx\misc
Better containers ping alot faster
MK3 Optimization "If you get stinky rich its his fault"
IEX - Sector Visual Enhancement "Dont enjoy the view navigating thrugh asteroid field, Seriously!"
Marine Repair 2 "Tip 19: Modern coffie cup`s are made of hull plating, beware"
IEX - Sector Visual Enhancement "Dont enjoy the view navigating thrugh asteroid field, Seriously!"
Marine Repair 2 "Tip 19: Modern coffie cup`s are made of hull plating, beware"
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