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LawsonThompson

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While trying to implement code to detect probe launches, I've found that a probe passing by a generic mesh won't scan the mesh.

Scanning the generic mesh manually via Science works fine, setting the scan level as expected. If a probe flies by, if_scan_level condition won't trigger.

Any thoughts?

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Mike Substelny

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Reply with quote  #2 
Quote:
Originally Posted by LawsonThompson
While trying to implement code to detect probe launches, I've found that a probe passing by a generic mesh won't scan the mesh.

Scanning the generic mesh manually via Science works fine, setting the scan level as expected. If a probe flies by, if_scan_level condition won't trigger.

Any thoughts?


Oh, that's too bad. You had a great idea for detecting a probe launch.

I don't have a good suggestion, but I can think of something that might work. I believe that probes scan ships instantaneously. You could take advantage of that by constantly creating and destroying a small enemy ship out ahead of the player ship. Destroy it so fast that Science cannot possibly scan it. If that enemy ship's scan level ever changes it must be because a probe was launched.

Of course this will cause a blinking object on the screen which some players find annoying.

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Xavier Wise

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Reply with quote  #3 
Another way could be to track the number of probes on the ship. When the probes decrease by one, then the ship has one loaded in the tubes ready to fire. You can't track when it is launched but will know when one is primed and ready to go. You could tweak the mission accordingly i.e. detect when probe loaded instead of fired and have that as your trigger.
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ogremasch

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Reply with quote  #4 
Would hiding an object within the generic mesh work and if so use that objects scan level to act as your triggering event.

I am unsure of the logistics or feasibility of that suggestion as it is pure speculation
LawsonThompson

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Reply with quote  #5 
Well, I can detect when a probe is loaded, so that's working. 

Wait... enemies get scanned... off to test a thing!... Thanks to Mike...

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LawsonThompson

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Reply with quote  #6 
Setting a generic mesh to side "enemy" didn't work. Going to have to get creative here!
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LawsonThompson

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Reply with quote  #7 
I think I've found it: anomalies can be named and scanned for, so rather than having a random enemy blip, it can be a more subtle anomaly blip instead!

For now, I'm going to try scripting the sensor range down to minimums, place the anomaly, and wait until it gets scanned by the probe.

Edit: and this works quite reliably! I have a small loop which creates and destroys an anomaly every second. The single-pixel blip on Science is barely noticed and successfully detects a probe launch.

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