[MOD] LR Scanner Pings v2.0

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TerminalVelocity3DR
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Joined: Tue, 31. May 11, 07:05
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Post by TerminalVelocity3DR » Sat, 23. Nov 13, 11:41

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 :)
Last edited by TerminalVelocity3DR on Sat, 23. Nov 13, 11:58, edited 1 time in total.

TerminalVelocity3DR
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Joined: Tue, 31. May 11, 07:05
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Post by TerminalVelocity3DR » Sat, 23. Nov 13, 11:57

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

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>
scfx_result_better_01

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>
scfx_result_good_01

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>
Effects.xml

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>

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Gazz
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Post by Gazz » Sat, 23. Nov 13, 12:49

TerminalVelocity3DR wrote:And many thanks for the man Gazz for uploading it :)
Pfft. You did all the heavy lifting. Ya just don't want to do the support for a mod! (which I can understand =)

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.

TerminalVelocity3DR
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Joined: Tue, 31. May 11, 07:05
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Post by TerminalVelocity3DR » Sat, 23. Nov 13, 13:21

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 :)

infinitywulf
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Post by infinitywulf » Sat, 23. Nov 13, 23:37

Very nice, was hoing this would be a mod in the making. Personally I agree that the only thing that would make it better is say crates and lootables being "tagged" in some manner. Oh how I miss the old maps where you could actually tell what was in the area... :roll:

Deleted User

Post by Deleted User » Sun, 24. Nov 13, 00:17

keeping eye on this.

CaptainRAVE
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Post by CaptainRAVE » Sun, 24. Nov 13, 01:34

A great mod idea :)

mrowka
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Post by mrowka » Fri, 29. Nov 13, 02:50

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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mrowka
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Post by mrowka » Fri, 13. Dec 13, 15:06

Double posting but the post above is to old and i cant edit it :D

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>
This will make the ping to repeat for entire duration of 18 sec or whatever Gazz did put in there :D


Code: Select all

end="52"
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.
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"

OpiWanktGenObi
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Post by OpiWanktGenObi » Fri, 13. Dec 13, 15:57

mrowka wrote:[...]
Also im wondering if its possible to change lightning/color effects on crates while in effect of the scanner to make them more visible.
yeah, like in the station scan mode, but with an increased range (if you're too far away from station parts, the color effect stops)!

Deleted User

Post by Deleted User » Sat, 14. Dec 13, 00:23

amazing. making it work like a real radar :D

mrowka
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Post by mrowka » Sat, 14. Dec 13, 07:45

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
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"

Amythiel
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Joined: Wed, 18. Dec 13, 11:11

Post by Amythiel » Thu, 19. Dec 13, 15:13

Does this conflict with Butter Ranges mod by chance?

Vim Razz
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Post by Vim Razz » Thu, 19. Dec 13, 15:49

Amythiel wrote:Does this conflict with Butter Ranges mod by chance?
Nope. They work fine together.

Amythiel
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Post by Amythiel » Thu, 19. Dec 13, 17:24

Vim Razz wrote:
Amythiel wrote:Does this conflict with Butter Ranges mod by chance?
Nope. They work fine together.
Awesome.

escondido
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Post by escondido » Mon, 8. Sep 14, 10:37

anyone try this on the new 2.5 patch ..???
ty

Zippe
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Post by Zippe » Sun, 12. Oct 14, 00:21

escondido wrote:anyone try this on the new 2.5 patch ..???
ty
Works perfectly with Patch 2.5.

DarthNihilus
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Post by DarthNihilus » Mon, 7. Mar 16, 16:23

Why the crate circles remain very small? How to change this?

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Skelettor
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Post by Skelettor » Sat, 4. Nov 17, 18:17

THANK YOU! :xbtf:

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