Thread: Sensors
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Old 11-18-11, 02:21 PM   #2
makman94
Hellas
 
Join Date: Jul 2008
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Quote:
Originally Posted by h.sie View Post
@makman: I've found the code dealing with crew sensors. Different from my first statements, crew sensors do not use the same code as ememy sensors - they use completely different code! Not understood until now how it works.

If still desired, I'll try to add an ability to manually scale up/down the detection probability during gameplay. And I could also try to bypass the influence of random-numbers on detection in order to make influences more visible.

Don't know what is possible. Not very optimistic.
yes H.Sie , i understand that it must be a 'hard' one but i just wish you the best of luck on this . i can't help ,although i really would like to could,on executables so i only wish the best of luck to you and Reaper (i really trust this guy,he is very dedicated and very serious on his work !!) .

about the probability of detection : i don't think that is needed a tool for 'scaling' this up or down . i really would like a tool that TOTALLY ELIMINATE the randomness (if possible of course). yes , this tool would help a lot during the development of mod and ,at the end, if the mod is complete we can enable back again this randomness(altered by us as it would be located) at values
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