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Having a little knowledge of how this mod works may help to get the most out of it. In particular, knowing the order in which updates are performed, as described below.
The radar is implemented as a component of the beacon (like Keen Software's "Sir Beacon" mod). It updates every frame, but may miss frames from time to time. This is due to some part of the game engine that I haven't figured out yet, which, for some reason, occasionally removes the flag to update every frame. This will be fixed at some point in the future when I switch this mod to use a session component instead.
When the game engine first loads, the radar doesn't know of any targets. I have not implemented a feature to save targets with the game yet. On the first frame and every 60 frames thereafter (every second), each beacon with the [radar] tag in its name does as follows:
Then, every frame (including frames where the radar updates its targets), the following occurs:
And... that's it. I hope this will help at least some of you.
In order to detect enemies the ownership settings have to be
- for the beacon: "Me" with any of the other three specific settings
- for the sensor: "Me" with "No share" or "Share with my faction"
One is the relationship between the sensor's owner and the detected item's owner. This should be the same as for a sensor that isn't using radar (a vanilla sensor). So, if it isn't owned by someone, then it is considered friendly to everyone.
The other relationship at work is the relationship between the radar (the beacon) and the sensor. Sensors are only updated by radars (beacons) that are friendly to them. Which means, in addition to being updated by radars belonging to you, they should also be able to be updated by radars belonging to a faction member, but I haven't tested that because my ability to test multiplayer (and factions in particular) is somewhat limited =p.