Really awesome mod however, I noticed that after using this, there's one enemy that's tagged showing on my HUD, and I can't find him, is there a way to disable all tags?
A hotkey can be configured in the CET settings to remove all placed tags. Although it's not available in the native menu settings, you can find this option by navigating to the CET bindings submenu.
I'm wondering if there'd be a way for the red outlines to only show where the enemies were when they were scanned? And not where they move after. I think that'd be a cool and immersive thing, but I don't know how difficult that'd be.
This looks helpful! Just looking for some clarification. As I understand the game had a default limit to the number of tagged objects, after which it would start replacing them? Does this have any similar limit? Also, how does it handle enemies that get tagged but not killed? Do they get untagged when moving a certain distance away to where they unload, or do they just stay tagged in perpetuity? Thanks in advance, and for the mod!
The mod leverages the game's standard tagging system, inheriting the same limitations and behaviors as the tags you would normally place.
Throughout my usage, I haven't encountered any global tag limits. However, I frequently come across the ping limit, where only a certain number of enemies are revealed by the initial ping. Therefore, only those enemies will be tagged; additional enemies can be tagged in subsequent pings if they get revealed on those.
Tags are also automatically removed when you move away; this functionality is also handled by the game rather than the mod itself.
No, I did not, but as previously mentioned, it's not necessary in this context.
Typically, I would seek permission if I were directly using another author's assets. However, in this case, the code has been transformed and expanded to such an extent that even crediting would no longer be required, as evident from the script's code.
Nevertheless, it would be remiss to overlook the influence of the original mod. It clearly impacted my knowledge on the interfacing game code. The time and effort that Cactus invested in researching how to implement this functionality certainly deserves recognition.
While I get what you're saying, I don't think the idea of pin tagging enemies is that unique, if I also thought when I first played the game that it was weird that ping wasn't tagging enemies and wondered if that was another bug on the long list of "is this a feature?", I'm sure hundreds and hundreds of other players thought the same thing. Ultimately I think you have the right spirit but this idea just doesn't ring that unique to me. And all that being said they are also very obviously crediting it regardless, which is more that can be said for a large portion of the nexus.
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I'm wondering if there'd be a way for the red outlines to only show where the enemies were when they were scanned? And not where they move after. I think that'd be a cool and immersive thing, but I don't know how difficult that'd be.
Just an idea tho — great work!
Throughout my usage, I haven't encountered any global tag limits. However, I frequently come across the ping limit, where only a certain number of enemies are revealed by the initial ping. Therefore, only those enemies will be tagged; additional enemies can be tagged in subsequent pings if they get revealed on those.
Tags are also automatically removed when you move away; this functionality is also handled by the game rather than the mod itself.
Typically, I would seek permission if I were directly using another author's assets.
However, in this case, the code has been transformed and expanded to such an extent that even crediting would no longer be required, as evident from the script's code.
Nevertheless, it would be remiss to overlook the influence of the original mod.
It clearly impacted my knowledge on the interfacing game code. The time and effort that Cactus invested in researching how to implement this functionality certainly deserves recognition.