Description

Adds new lootable notes that teach about the undocumented vanilla function of the RF receiver to detect certain artifacts and psy creatures.

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Anomalous RF Signals 1.2
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tint08771
tint08771 - - 669 comments

FATAL ERROR

[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_pcall_failed
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line : 206
[error]Description : fatal error
[error]Arguments : LUA error: ...omaly-1.5.2\gamedata\scripts\z_rftip_note_spawner.script:62: attempt to index local 'note' (a nil value)

stack trace:

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CatspawMods Author
CatspawMods - - 391 comments

I think I see the issue. Easy fix.

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CatspawMods Author
CatspawMods - - 391 comments

I just uploaded a tiny hotfix that should eliminate the possibility of a crash when processing loot rolls for an invalid faction.

I have someone working on a Russian localization.

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Guest
Guest - - 693,335 comments

Soooo, it just adds notes?

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CatspawMods Author
CatspawMods - - 391 comments

Correct. The signal functionality itself is base-game Anomaly, there's just nothing outside of the script code itself that would ever tell the player that. This addon provides a way for players to learn this through gameplay.

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Guest
Guest - - 693,335 comments

Will the Russian translation be added?

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CatspawMods Author
CatspawMods - - 391 comments

Yes, likely within the next day or two.

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Tosox
Tosox - - 308 comments

Wow, I didn't know this was a feature and I though I knew the game pretty well

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Guest
Guest - - 693,335 comments

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Theisgood
Theisgood - - 570 comments

What is the proper load order with these three other RF mods? :)

Moddb.com

Moddb.com

Moddb.com

I am going to try and figure it out hopefully it works :).

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Theisgood
Theisgood - - 570 comments

Never mind they don't even conflict with the current mods I listed not even a single conflict actually :)

Maybe it does not need a patch?

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CatspawMods Author
CatspawMods - - 391 comments

I do not change anything at all about RF functionality in this addon, and it should not conflict with addons that do. This addon just adds lootable notes that teach players about undocumented frequencies that are already in the game.

If another addon changes those frequencies or the way that functionality works, the info in the notes may be incorrect.

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SeDzhiMol
SeDzhiMol - - 385 comments

А я все думал: почему ты пикаешь? Тайников рядом нет! А оно вот как!

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drFaus
drFaus - - 127 comments

I wonder how does one switch to 321 Mhz frequency to search for Death Lamp. Default maximum frequency of the receiver is 300 Mhz. So it is necessary to edit item_radio.script to either change maximum frequency or alter the frequency for Death Lamp artefact.

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CatspawMods Author
CatspawMods - - 391 comments

This is a problem in vanilla--some of the default values are outside of the range allowed by the RF receiver. I am working on a separate mod to fix this. In the meantime, you can open item_radio.script and edit line 43:
["VHF"] = { _min = 30 , _max = 300 , _unit = game.translate_string("st_mhz") },
Change 300 to 999 like so:
["VHF"] = { _min = 30 , _max = 999 , _unit = game.translate_string("st_mhz") },
While you're at it, you can change the minimum to 1, as there are one or two entries below 30.

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drFaus
drFaus - - 127 comments

Thank you, but I know how to change it and have already done so. The purpose of my above comment was to point out the issue, since no one mentioned it so far.
Also, I'm a bit confused: the said script contains configs for several bands, like ELF, SLF, ULF etc. What are these for, if the receiver uses only VHF and cannot switch to other frequency bands? Or I somehow missed something evident? :)

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CatspawMods Author
CatspawMods - - 391 comments

The frequency bands are a nice idea that is, unfortunately, completely unimplemented in vanilla Anomaly apart from that mostly-unused table. Absolutely nothing in the rest of the game references those values or makes use of the other bands.

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nuruddinshah52
nuruddinshah52 - - 469 comments

WAIT....
Is this true in normal game?

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CatspawMods Author
CatspawMods - - 391 comments

Yes, the detection itself is base-game functionality. I demonstrate this in the embedded video.

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Malac88
Malac88 - - 137 comments

New game required?

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CatspawMods Author
CatspawMods - - 391 comments

No

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GrishaFilin
GrishaFilin - - 47 comments

Tell me why the note is not readable, it is not active, although there is a context menu?

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CatspawMods Author
CatspawMods - - 391 comments

If you can see the context menu but nothing happens when you click it, that means that the changes to the encyclopedia are not loaded.

In addition to Main Install, you also need to pick either the DLTX or Non-DLTX version, depending on if you are using modded binaries with DLTX support. This will install the handling for the encyclopedia entries.

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ztsbou
ztsbou - - 15 comments

hi, you may have already fixed this, but I noticed that the note on the artifact “flash” is not added to the PDA log
when you use it, it simply disappears from inventory

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Folk0204
Folk0204 - - 104 comments

I found this addon in my modpack. I don't know what did I installed because I never acknowlodged the existence of this thing, but somehow after looking at it in MCM and giving it a try, I am convinced this was not a coincidence (((yes i am stoned))) and that it was sent to me to have a greater experience with RF receivers. Ty a lot <3

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