Updates v7.0.02, 29 Jun 2024: -Tweak: 7.00 hf 1 compatibility. Disabled in Timelines scenarios. -Bug-fix: the mod wasn't going to the next unscanned ship unless there was an active mission to scan ships
sorry i've not looked into how the sound is triggered, so i wouldn't know how to do what you are asking. as for the visual indicator ... the part of the UI is outside my knowledge also. Sorry for the delay. Got busy in RL and my month off modding became 2 months.
Update v6.0.0004, 18 Feb 2023: -Tweak: Your previous active mission will always be re-activated at the end of every scanning session. -Tweak: The mod will only target the nearest unscanned ship if you have a ship scanning mission active. These two tweaks prevents the mod's scanning mission from sticking after the first scan. -Note: This version should work with 6.x and 5.x of the base game.
I tried this mod and it works fine. it does what it describes and I'm not complaining.
Just my 2 cents though, I disabled it in the end : it's way too annoying to have starting scan quests each time you scan a lone target in the end and have no intention of scanning others.
Most of the times I have been scanning ships, I generally scan just the one, (mostly pirates to uncover their true factions) or boarding targets
This is fine though, not all mods are for everyone. Take care.
Both used to only reactivate the appropriate companion mission after the scanning session/loot collecting session is complete. E.g. Scan ship mission for this mod and Collect collectable mission for the Loot Mining mod.
So I tweaked both mods to reactivate WHATever mission was active before both mods' missions start.
As for this mod, Ship Scanner, the current version should complete the mod's mission after one ship scan IF there is no companion scan mission. (e.g. companion generic scan mission for ships with energy cargo). The previous mission will not activate, however. Does the current version work like this?
Update: v4.2.0804, 2 Feb 2022: -Bug-fix: Ship scanner doesn't activate after scanning a station. Thanks to TheLich for the bug-fix. -Tweak: Tweaks to mission creation and selecting the next unscanned ship. -Tweak: Find radius for the next ship to be scanned is increased to half the player ship's max range. Previously, it was at 10km. -Tweak: If your next scanning target is destroyed, leaves the sector, or leaves your vicinity, the scanning mission will find a new target.
There is a bug in mod - when you full scan station this mod start ship scanning. To fix - open md\kuertee_shipscnr.xml and replace all event.object with event.param
thanks! good pickup. will update for next version. i'm updating this to support the bounty hunting missions for my other mod, Emergent Missions. i.e. after a successful identification of your target, this ship scanner should revert back to the active Emergent Mission.
Update: For both v4.0 and v4.1beta1 of the game. This version may or may not work in other v4.1betaX versions. v2.0.1, 19 Jun 2021: - Tweak: Compatibility with the uncover pirate portion of the patrol mission. During that stage, after the first ship scan, the mod will point you to the next nearest unscanned ship. When that stage of the mission reverts back to the patrol objective, the Ship Scanner mission is completed and the original Egosoft mission is re-activated.
Update: ======= v1.0.2, 18 Dec 2020: -Tweak: Terminate the mission when the ship's scanner is turned off.
v1.0.1, 17 Dec 2020: -Bug-fix: Guidance Mission bugs: "Set to active" and "Set to inactive" buttons are now available. The required UI Extensions file, kuertee_menu_map.lua, wasn't getting loaded. It worked in my environment because I have other mods that loaded that file.
15 comments
v7.5.01, 21 Feb 2025:
-Bug-fixes: 7.5 compatibility updates.
v7.0.02, 29 Jun 2024:
-Tweak: 7.00 hf 1 compatibility. Disabled in Timelines scenarios.
-Bug-fix: the mod wasn't going to the next unscanned ship unless there was an active mission to scan ships
as for the visual indicator ... the part of the UI is outside my knowledge also.
Sorry for the delay. Got busy in RL and my month off modding became 2 months.
v6.0.002, 13 Apr 2023:
-Tweak: Version number update for consistency with my other mods. No internal changes since the last version.
v6.0.0004, 18 Feb 2023:
-Tweak: Your previous active mission will always be re-activated at the end of every scanning session.
-Tweak: The mod will only target the nearest unscanned ship if you have a ship scanning mission active. These two tweaks prevents the mod's scanning mission from sticking after the first scan.
-Note: This version should work with 6.x and 5.x of the base game.
it does what it describes and I'm not complaining.
Just my 2 cents though, I disabled it in the end :
it's way too annoying to have starting scan quests each time you scan a lone target in the end and have no intention of scanning others.
Most of the times I have been scanning ships, I generally scan just the one, (mostly pirates to uncover their true factions) or boarding targets
This is fine though, not all mods are for everyone. Take care.
Both used to only reactivate the appropriate companion mission after the scanning session/loot collecting session is complete.
E.g. Scan ship mission for this mod and Collect collectable mission for the Loot Mining mod.
So I tweaked both mods to reactivate WHATever mission was active before both mods' missions start.
As for this mod, Ship Scanner, the current version should complete the mod's mission after one ship scan IF there is no companion scan mission. (e.g. companion generic scan mission for ships with energy cargo). The previous mission will not activate, however. Does the current version work like this?
v4.2.0804, 2 Feb 2022:
-Bug-fix: Ship scanner doesn't activate after scanning a station. Thanks to TheLich for the bug-fix.
-Tweak: Tweaks to mission creation and selecting the next unscanned ship.
-Tweak: Find radius for the next ship to be scanned is increased to half the player ship's max range. Previously, it was at 10km.
-Tweak: If your next scanning target is destroyed, leaves the sector, or leaves your vicinity, the scanning mission will find a new target.
event.object
withevent.param
i'm updating this to support the bounty hunting missions for my other mod, Emergent Missions.
i.e. after a successful identification of your target, this ship scanner should revert back to the active Emergent Mission.
For both v4.0 and v4.1beta1 of the game.
This version may or may not work in other v4.1betaX versions.
v2.0.1, 19 Jun 2021:
- Tweak: Compatibility with the uncover pirate portion of the patrol mission. During that stage, after the first ship scan, the mod will point you to the next nearest unscanned ship. When that stage of the mission reverts back to the patrol objective, the Ship Scanner mission is completed and the original Egosoft mission is re-activated.
=======
v2.0.0, 11 Mar 2021:
-New feature: updated for v4.0.0 beta 11 of the base game.
-Tweaks: Cleaned-up unnecessary localisation files. Rewrote content.xml manifest file.
=======
v1.0.2, 18 Dec 2020:
-Tweak: Terminate the mission when the ship's scanner is turned off.
v1.0.1, 17 Dec 2020:
-Bug-fix: Guidance Mission bugs: "Set to active" and "Set to inactive" buttons are now available. The required UI Extensions file, kuertee_menu_map.lua, wasn't getting loaded. It worked in my environment because I have other mods that loaded that file.