Commander Insight
Huze
Insightful Join Date: 2003-11-12 Member: 22724Members, NS1 Playtester, NS2 Playtester, Squad Five Blue, Reinforced - Shadow
<img src="http://i.imgur.com/TSunX.jpg" border="0" class="linked-image" />
<b>About:</b>
Commander Insight takes the player and structure healthbars from <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=117794" target="_blank">Insight</a> and puts them into commander mode. You will now be able to see the health and energy of all your players and structures. Enemy players and structures will also show up if they are visible through LOS or scanner sweep.
This is a client side mod, so it will work on any unmodded server. It should be compatible with Insight and other mods, simply copy the contents of the 'commander_insight' folder into the other mod's folder.
<b>Installation:</b>
<ol type='1'><li>Copy the 'commander_insight' folder into your NS2 directory. This is probably at 'C:\Program Files (x86)\Steam\steamapps\common\natural selection 2\'</li><li>Create a shortcut to NS2.exe with '-game commander_insight' appended at the end of the target line</li></ol>
<b>Download</b> b209:
[attachment=36097:commander_insight.zip]
<b>About:</b>
Commander Insight takes the player and structure healthbars from <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=117794" target="_blank">Insight</a> and puts them into commander mode. You will now be able to see the health and energy of all your players and structures. Enemy players and structures will also show up if they are visible through LOS or scanner sweep.
This is a client side mod, so it will work on any unmodded server. It should be compatible with Insight and other mods, simply copy the contents of the 'commander_insight' folder into the other mod's folder.
<b>Installation:</b>
<ol type='1'><li>Copy the 'commander_insight' folder into your NS2 directory. This is probably at 'C:\Program Files (x86)\Steam\steamapps\common\natural selection 2\'</li><li>Create a shortcut to NS2.exe with '-game commander_insight' appended at the end of the target line</li></ol>
<b>Download</b> b209:
[attachment=36097:commander_insight.zip]
Comments
Couple problems I had though was that with "menumod" left minimap blocks the text and hp value includes both armor and health meaning the value can be less than half although marine has full hp.
Couple problems I had though was that with "menumod" left minimap blocks the text and hp value includes both armor and health meaning the value can be less than half although marine has full hp.<!--QuoteEnd--></div><!--QuoteEEnd-->
I'm glad you like it!
I'm not sure what you mean by the minimap blocking text. Doesn't it always do that?
I'll split up health and armor for the next version.
Is that a bug report? Any proof or reproduction steps?
Worked every game I had the mod enabled, mostly from alien comm POV though. I guess I'll make a small video of it later then.
Worked every game I had the mod enabled, mostly from alien comm POV though.<!--QuoteEnd--></div><!--QuoteEEnd-->
I definitely never saw anything like that before. All I do is display whatever player/structure information the server gives me. There is no way that stuff should appear without some sort of scan or LOS.
Worked every game I had the mod enabled, mostly from alien comm POV though. I guess I'll make a small video of it later then.<!--QuoteEnd--></div><!--QuoteEEnd-->
I got it to work as Alien commander, but only players and only after a round restart. Not sure what's happening, haven't taken a thorough look at the code yet. I guess if something is wrong then the NS2 code is broken. Did you try it on a real server? Bots may not work.
Just needed to walk into marine start once and then I could monitor as buildings went up, how much energy the command station had, watch as marines left base.
Steps I used were:
Start listen server
Enable cheats
Join marines
Drop some observatories and other stuff
Switch in console
Kill in console
Hop in the hive
Look at marine start
And you should be able to see the obs' health and energy as well as the other structures / players.
I think it was not a good idea to release it in this state.
The com can still see hp and names of enemys if there out of LOS.
If the current version run with the next builds, this is the end of competitive play.
The possibility of someone cheating has always existed in online gaming, and with the ease of NS2 modding, the problem is sure to come to NS2 sooner or later. Proven cheating will not end competitive play, but will push UWE and the community to try and find solutions. Be it required demo recording and/or anti-cheat programs, something will be done.
I will not stop playing a game just because someone somewhere might use a hack. If it's subtle, you can still beat it, and if it isn't, then getting that person banned will be much easier ;)
PS. I've been surprised that there haven't been proven cheating in NS2 already!
But with this mod, everyone can use, its totally different.
If you say:
"Noone should use this mod" as a rule, who judge if the coms didnt use it.
If you say:
"Ok, no problem, both coms can use it", we dont need to play the game anymore, cause the coms can see every step of the enemys.
But with this mod, everyone can use, its totally different.
If you say:
"Noone should use this mod" as a rule, who judge if the coms didnt use it.
If you say:
"Ok, no problem, both coms can use it", we dont need to play the game anymore, cause the coms can see every step of the enemys.<!--QuoteEnd--></div><!--QuoteEEnd-->
My take on this is, that since the mod gives clear, unfair and unintended advantage, it is in fact a cheat in its current state. As with other cheats, they should not be used. Having a mod with unintended consequences (=cheat functionality) doesn't really change much. If anything, it has shown us that it is currently relatively easy to do custom client-side hacks, which in turn means that some of those are probably being used right now by someone.
Still, doesn't change much. PCWs are for practice and if someone is clearly a cheating idiot, one doesn't have to play against them. Tournaments and ladders will of course have to implement some measures to counter cheating. Also, hopefully UWE is on the ball when it comes to cheating and will maybe offer a way to lock players to playing unmodified vanilla or something like that...
PS. Regarding "everyone can use, its totally different"... Through the history of online gaming there have been cheats readily available. This isn't anything new. Back in Counterstrike every player had to record a demo of their ladder matches and submit it when asked for, just to counter clan level cheating.
Till a soulution is found, and i mean a real solution not a new version, i dont play ns2 competitive anymore.
Next time pls test a mod more before you release it.
And this is not a discussion about cheat history, this mod destroy the game, sorry, but thats the fact.
I was actually wondering why it isn't in yet.
I was actually wondering why it isn't in yet.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah! Commander interface could be a lot better. The ideas in this mod and insight, and also the almost-good-enough manner of key binding allowed by menumod should all go into the game. Hopefully these make it into 1.0.
(I'm also still waiting on separate x- and y-axis sensitivity and possibility of multiple keys for same command!)
It's a beta (alpha) folks, it is to be expected.
It is no secret that comm view reveals a bit too much.
@dePARA the thing is alien comm always had one anyways the above.
"the thing is alien comm always had one anyways the above. "
Seeing an small black cloud under your mouse-pointer is a big difference than seeing the name and hp of all player all the time.
These small bar-style health indicators are awesome to have for the RTS perspective. The circle health indicator thing is just not worth keeping in the game as it doesn't convey the information it is supposed to in nearly the time it should or could be accomplished by just using the bar.
I would really like to see health and armor split on to two seperate bars if possible. Combining them is a bit annoying for the commander on the marine side especially.
Till a soulution is found, and i mean a real solution not a new version, i dont play ns2 competitive anymore.
Next time pls test a mod more before you release it.
And this is not a discussion about cheat history, this mod destroy the game, sorry, but thats the fact.<!--QuoteEnd--></div><!--QuoteEEnd-->
You are clearly overreacting here, calm down and take a deep breath.
Just because TrC like the mod, doesn't mean that he likes this bug that it's producing, or that he is using it in matches to get a clear advantage.
You are assuming everyone will use the mod in its broken state, to get an advantage in practice games.
Which is all there is going on in NS2 at the moment.
I can't promise you that someone won't do it, but I can promise you that it will be their loss if they do. Since cheating = bad practice.
To go as far as stopping playing practice matches, just because this mod has this bug, is really ridiculous.
There are no money prices, which means that all you can gain is having a good time with the matches.
This mod should not hurt the scene, but it did, because of this wierd choice you made.
This + Dk sounds "Your dungeon heart is under attack!" ^^
dePara, I don't know why you think this has destroyed competitive play, anyone could have made their own wallhack before now. You can even modify the marine flashlight so it's a togglable mode_unlit. Or you can replace all the alien textures with bright pink glowing ones. There are many cheats that are very easy to use and would only take 10 minutes to set up for anyone who knows how to make small changes to the game. I think everyone accepts that. Eventually there will be some method to block custom content and lua scripts to stop this sort of thing, but just because this mod was released with a bug hasn't changed anything.
* Fixed foresight exploit
* Split health and armor bars for players
* Marine health bars are dark green when poisoned
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