Satellite Reign

Satellite Reign

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Disky  [developer] Nov 6, 2016 @ 6:18pm
Mod Discussion
Advertise mods, request mods, feedback on mods
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Showing 16-30 of 170 comments
Disky  [developer] Nov 23, 2016 @ 3:25pm 
@Caldor, not sure if this will work but DebugOptions.Get().m_DEBUG_FriendlyFire=true should let agents hurt each other (in terms of making a free for all multiplayer mod)

You could potentially change the groupID of agents too GetComponent<UID>()SetGroup(GroupID.Unknown) should put them in a group thats a kind of anything goes group.. (its whats used when you hijack someone)
Caldor Nov 23, 2016 @ 8:09pm 
Originally posted by disky:
@Caldor, not sure if this will work but DebugOptions.Get().m_DEBUG_FriendlyFire=true should let agents hurt each other (in terms of making a free for all multiplayer mod)

You could potentially change the groupID of agents too GetComponent<UID>()SetGroup(GroupID.Unknown) should put them in a group thats a kind of anything goes group.. (its whats used when you hijack someone)

Nice, thanks :) I had found a way to change their group which look interesting and I was wondering what the unknown group was for. I am pretty I have not noticed the DebugOptions at all, so that helps quite a bit as well. I have not tried doing much with multiplayer yet, since it will probably require the network methods that most methods seems to have special type of, but mainly that testing seems likely to need another person who got this game.

I am guessing I cannot play with myself using my GoG copy of the game? I guess most the things will not require me to be connected with another player though, should be enough for it to be a multiplayer game.

I have found a way to give hijacked agents abilities that usually agents only have, which seems it could be useful.

Coming to think about it, it might be possible for me to give a whole compound / faction to a player. Just not sure if I can make sure if its only one network player that gets to control it. That was the first thing I thought would be cool, being able for players to have an actual Syndicate War :) Some place to defend in each compound, kind of like a HQ in RTS games or the king in a chess game. Possibly the flag in a capture the flag game. But then it would need some special modding for sure, because it would be best if only the one network player could see his or her compound and the other player seeing the other compound.
Last edited by Caldor; Nov 23, 2016 @ 8:09pm
Deadhead Nov 29, 2016 @ 11:56am 
Hi,
as the first try I have made an alternative pause mod with the help of Caldor's mod manual (thanks, Caldor, keep writing!).
I changed the pause activation key to Space which suits this role way better. Tested on gog version.
https://drive.google.com/file/d/0B5YbvRivg2gNTFVGOHdfV3RjcjQ/view?usp=sharing
Caldor Nov 29, 2016 @ 12:12pm 
Space? Did you move the key to draw and holster weapons then?

Glad to hear the mod guide helped was useful :)
Deadhead Nov 29, 2016 @ 12:33pm 
Sure, draw/undraw is used rarely. Before the pause mod I used the Space key as a hotkey for Slow Time Skill, and now I use it very often as pause.
Caldor Nov 29, 2016 @ 3:40pm 
Used rarely? We must have very different play styles. Especially since I do not use the slow time skill. I use the draw/holster short cut all the time though.
McCovican Dec 21, 2016 @ 2:03pm 
Request mods, huh? So, there is one thing I've wanted in this game, but it's... a cheat. :o

Infinite ammo.

Not a no-reload, mind you, but I just prefer not having to worry about ammo, and I'm not exactly looking to play MP. I had a look into a Cheat Engine table that's floating around, and it has m_OverrideAmmo for the selected weapon. I don't know if it's out of date, but it seems busted. Either that, or I'm failing to understand it's intended uses (boolean switch?).

In any case, it's something I haven't found available through more "traditional" methods of cheating. Is there someone who could undertake this, or at least help me along with doing it myself? I'm no programmer, but I'm used to following the logic in various languages and have Visual Studio (uh-oh), I'm just not sure of the details for this. I actually tried to use the mod template Caldor linked to, using the add ammo example in the guide (to give 50 ammo on keypress) - also tried modifying the given cheats.cs to remove the unwanted hotkeys (I noticed that it has AddAmmo on a timer, even though the init popup doesn't mention it) - but without success.
Caldor Dec 22, 2016 @ 10:50am 
Originally posted by McCovican:
Request mods, huh? So, there is one thing I've wanted in this game, but it's... a cheat. :o

Infinite ammo.

Not a no-reload, mind you, but I just prefer not having to worry about ammo, and I'm not exactly looking to play MP. I had a look into a Cheat Engine table that's floating around, and it has m_OverrideAmmo for the selected weapon. I don't know if it's out of date, but it seems busted. Either that, or I'm failing to understand it's intended uses (boolean switch?).

In any case, it's something I haven't found available through more "traditional" methods of cheating. Is there someone who could undertake this, or at least help me along with doing it myself? I'm no programmer, but I'm used to following the logic in various languages and have Visual Studio (uh-oh), I'm just not sure of the details for this. I actually tried to use the mod template Caldor linked to, using the add ammo example in the guide (to give 50 ammo on keypress) - also tried modifying the given cheats.cs to remove the unwanted hotkeys (I noticed that it has AddAmmo on a timer, even though the init popup doesn't mention it) - but without success.

I already made a cheats mod to help with the testing of mods, but at the moment it has a key that gives all agents unlimited everything, not just ammo.

I could make it a choice of one or the other though.
McCovican Dec 23, 2016 @ 10:40am 
Hi, sorry if my last reply was a little rambling. I did take a look through your mod, and I tried teasing out the stuff from it that I didn't need (keeping just ammo and energy), but I'm gonna go ahead and guess I pulled out too much. The Cheats.dll I compiled seemed to load okay, but didn't seem to do anything. If I'm reading this right, it has a timer that adds ammo every 0.1 frames?

timer = Time.time + 0.1f;
foreach (AgentAI a in AgentAI.GetAgents())
{
a.AddAmmo(1); ...etc

I didn't see the ammo referenced in any of the KeyCode inputs otherwise.
Last edited by McCovican; Dec 23, 2016 @ 11:22am
Caldor Dec 23, 2016 @ 2:08pm 
Exactly. When cheatmode is on, it runs what you just pasted:

foreach (AgentAI a in AgentAI.GetAgents())
{
a.AddAmmo(1);
a.AddAmmo(5);
a.AddAmmo(10);
a.AddAmmo(20);
a.AddAmmo(50);
a.AddAmmo(100);

I did the whole add 1, 5, 10 and so on, because I think it actually just fails if it adds too much ammo.

That part of the script relies on a boolean called cheatMode to be true.

Its activated or deactivated with this part:

if (Input.GetKeyDown(KeyCode.Delete))
{
cheatMode = !cheatMode;
if (!cheatMode)
{
foreach (AgentAI a in AgentAI.GetAgents())
{
a.m_Energy.SetInfiniteEnergy(false);
a.m_Health.Invulnerable = false;
}

var ui = setEntityInfo("Cheat mode off ", "Your agents can now be killed and lose energy again.");
}
else
{
var ui = setEntityInfo("Cheat mode on", "Your agents are now immortal and have unlimited energy.");
//ui.m_SummaryText.color = Color.green;
}
}
McCovican Dec 24, 2016 @ 5:13am 
Ahhh! I'd focused so much on it running on a timer that I forgot to leave in that key trigger to turn the bloody thing on in the first place! Thanks for the nudge in the right direction!
Last edited by McCovican; Dec 24, 2016 @ 5:31am
Kiros Jan 7, 2017 @ 7:31pm 
Is there a mod that disables old clone degrading when reassigning class to a new clone?
What was the reason for having that in the game anyway?
How would I use the UnStuck mod?
Where can I find other mods?
Last edited by Kiros; Jan 7, 2017 @ 7:42pm
Caldor Jan 8, 2017 @ 4:57am 
Originally posted by Kiros:
Is there a mod that disables old clone degrading when reassigning class to a new clone?
What was the reason for having that in the game anyway?
How would I use the UnStuck mod?
Where can I find other mods?

I do not think I have seen mods being shared other than the ones 5Lives made and the ones I made.

Links to the mods I am shared are here:
http://dionysus.dk/devstuff/downloads/ChangeLooks.dll
This is for taking the looks from other people and adding them to your agents.

http://dionysus.dk/devstuff/downloads/Cheats.dll
A cheats mod, it will also start the game showing all the keys and explanations for the different mods I made. Tried to find a way for the mods only to describe active mods, but have not found a way yet.

http://dionysus.dk/devstuff/downloads/UnStuck.dll
This is the UnStuck mod. You just press F11 and your agents should get unstuck. If not I also made it possible to use the minus key. At least I am pretty sure its the minus key.

http://dionysus.dk/devstuff/downloads/Pause5Lives.dll
The original pause mod that 5Lives shared, compiled to a dll file.

To use these mods, you have to go to the Satellite Reign game folder and copy the dll files of the mods you want to use into a "mods" folder. You have to make this folder yourself. Easiest way to find the game folder is to right click on the Satellite Reign game name in your Steam list of games and select properties, then select the "local files" pane, and the top button in this window should open the game folder.

When you do not want to use these mods anymore you just take the mods files you do not want and put them into another folder. I think a subfolder in the mods folder will do.

A fair warning though, mods might disable your achievements in the game, even if you save the game after using a mod and then loading that game again without a mod, it might still have disabled achievements. I am not sure though.
Salvadorc17 Jan 13, 2017 @ 6:46pm 
The mods seems to cause more lag to the game, for the ones that use input take a while to execute.
Caldor Jan 13, 2017 @ 9:58pm 
Originally posted by Salvadorc17:
The mods seems to cause more lag to the game, for the ones that use input take a while to execute.

Some of the commands can be a bit heavy. Some of them search through characters of a certain type and such. I did not notice any drop in FPS though, but it is possible.
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