Possible to remove radar dots?

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Would it be possible with some combination of server/clientside mods to remove a player's "dot" from the overhead map and the circular radar if that player is /concealed?
 

netyoda

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This is something that I'm also very interested in, but I can work with a higher level, as in just turning off the radar and overhead map completely.

The radar can be disabled using creo->sendNewbieTutorialEnableHudElement("radar", 0, 0)

I'm hoping someone far more knowledgeable than I can help out with the overhead map.

What you're trying to do here would make /conceal useful for PvP and possibly have uses for smuggler and other skills - I hope it can be done
 

Timbab

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What goal do you have in mind for completely turning off the overhead map and radar? Just for a player, or for all players as directed by the server?
 

netyoda

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My interest in this is to hide the location of other players/mobs.

Having battlegrounds where you have no idea where the enemy is.

Mostly that involves getting rid of the radar and overhead map; possibly toggling off the onscreen-waypoint-monitor.

It would also be great to disable the /ui action cycleTarget* commands to prevent players tabbing through enemies, or at least making it LOS.

I also see a lot of possibilities for the server being able to remove a single-player dot - /stealth abilities for smugglers, /conceal for riflemen (as mentioned by the OP), pets with a phase-shift ability.

So, for the "area" effect it could just be certain areas of a map/certain cells that cause the maps to disappear, or it could be players in a group, or players "registered" for an event.
 

Aeryna

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It's not a bad idea. That could help to avoid the possible lag really well but it would be more hardcore...
 

Valkyra

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This is implemented in the CU client via packets, but Pre-CU doesn't seem to have any such feature from what I know. I discovered a packet variable that exists in Pre-CU (TANO visibility), but from initial testing it doesn't seem to function the same way as it does in the CU, unfortunately.

I'm not sure how it can be easily/tidily achieved otherwise.
 

Phoenix

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It's all done through the actual client, so turning it off would 100% require injection. There's no UI or client file that affects it. Could we mod the exe to remove the function from getting called? Yes. Is it something a normal person can do, no. Other issue is someone could just run a normal SWG exe to turn it back on, so removing it from entire playerbase for a specific server is impossible.
 
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