Thread: Sensors
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Old 11-18-11, 02:41 PM   #34
reaper7
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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.
That's great news. Hope you have luck getting this working via Hardcode.
I could possibly do an external script that will alter the distance detected influenced by the time of day if its not possible to hardcode it.
I would need to find the line of code that stores the variables for detection range. Haven't tried it yet - will wait to see how you get on (Hardcoded would be a better solution)

Again great work H.sie
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