Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
can you explain them more simple
This will output any detected locations on LCDs/cockpit screens/etc. It's pretty quick and dirty but should explain how to grab the list of locations.
Only one range option can be active, highest in list takes precedence.
If you liked it the way it was before... good news, nothing will change unless you change it.
Sorry haha you had that coming, though. Yeah not a bad idea, not especially hard to implement. Dunno if it's particularly nice to make it harder to run away from a fight, but if you're on the giving rather than receiving end it would be fun. When I get time I might make a config file, then people can opt for a linear rather than logarithmic equation too (even though I think balance is best as is.)
thanks for your answer.
that's a very inteligent way to calculate !
hope the best for you, Jonn19.
also,sorry about my use of english. ^^'
Zatch the mod calculates visibility distance based on three simple calculations:
If there's no inventory (i.e uranium, in vanilla reactors) it's zero output
If the power output is 0-10% of max, but it has inventory, it's 10% of max output
If the power output is over 10% of max, it's the actual output
Any modded reactors with no inventory won't generate radiation.
like, some moded reactor from Star Trek don't emit radiation so...
it's anyway, a good mechanic ! when somebody (maybe) add some scripted HUD to work with, that's can be more complex.
I am planning on implementing it in AI code so NPCs will only use functions that any player can use, yet still be able to intelligently track down signals and generally not look totally dumb.
Mazen good question. Script checks to see if reactors hold any inventory (doesn't check type,) so any modded reactors deriving from base Reactor type, and which do have fuel cells of some description, will give the same results. Hydrogen engines don't give out radiation.
I have made a very simple script which will check for any contacts every second and a half, and then display the results in GPS format on any text panels it finds. Just copy-paste it into a programmable block, make sure any LCD panels are set to Text (it works with the main LCD in any cockpits too) and you're set. The info will also be stored in the programmable blocks' own CustomData field to make it easy to copy the GPS points and paste into your GPS screen.
http://pastebin.com/NJ6MKSYs is where the code is for now.
Now imagine this mod on a survival server, and you pick up a grid from over 20 KM out, approaching... "Bring my brown pants", indeed
Obviously you'd need to have a pretty heavy-duty grid to be pulling so much power you'd be visible from that far out.