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 Post subject: LOS
PostPosted: 24 Feb 2012, 11:41 
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Joined: 05 Aug 2009, 19:42
Upon seeing a LOS related thread, it reminded me of something.

Is it possible to create Lua exposed functions to control LOS, whether it's the LOS of what a player can see, or if it's globallos. Also, it would be great if a set of functions would be created to return the current LOS status (/globallos lacks that f.e).
An example of that would be:
Code:
Spring.SetPlayerGlobalLos(playerId, globalLos)
Spring.GetPlayerGlobalLos(playerId) -> [globalLos]
Spring.SetPlayerTeamLos(playerId, teamId)
Spring.GetPlayerTeamLos(playerId) -> [teamId]


This can be particularly useful in spectator mode, where you're interested to see what certain players can see (to allow you to better understand their thought process). This should even apply to radar/sonar, etc. as well as vision (in case of team specific vision). Vision/radar supplied by allies of the team you're spectating is included as well.

Changing LOS shouldn't require /cheat if you're in spectator mode, and it should require /cheat if you're part of a team.

PS: Additionally, it would be great if we gave a bit more thought on vision. Topics that I'm interested in are:
1) alliance los - should all types of alliances give vision? and can we imagine vision without an alliance, f.e demanding vision from a player in FFA under the threat of an attack,
2) unexplored regions, completely black regions, that don't even tell you the layout of the map until explored - important for singleplayer or other exploring experience


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 Post subject: Re: LOS
PostPosted: 24 Feb 2012, 11:47 

Joined: 13 Aug 2007, 12:19
gajop wrote:
This can be particularly useful in spectator mode, where you're interested to see what certain players can see (to allow you to better understand their thought process). This should even apply to radar/sonar, etc. as well as vision (in case of team specific vision). Vision/radar supplied by allies of the team you're spectating is included as well.


As a spectator you can see what radar/los/sonar a player/team has, last time I checked.


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 Post subject: Re: LOS
PostPosted: 24 Feb 2012, 11:50 
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Joined: 05 Aug 2009, 19:42
klapmongool wrote:
gajop wrote:
This can be particularly useful in spectator mode, where you're interested to see what certain players can see (to allow you to better understand their thought process). This should even apply to radar/sonar, etc. as well as vision (in case of team specific vision). Vision/radar supplied by allies of the team you're spectating is included as well.


As a spectator you can see what radar/los/sonar a player/team has, last time I checked.

Hmm, I have no idea. I know you can select units and see their radar range, and I guess pressing L may give team specific coloring (does it?). But, this is not what I'm referring to thought. Wouldn't it be possible to see only one player's vision (and not the other team's at the same time?).


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 Post subject: Re: LOS
PostPosted: 24 Feb 2012, 11:52 

Joined: 13 Aug 2007, 12:19
gajop wrote:
klapmongool wrote:
gajop wrote:
This can be particularly useful in spectator mode, where you're interested to see what certain players can see (to allow you to better understand their thought process). This should even apply to radar/sonar, etc. as well as vision (in case of team specific vision). Vision/radar supplied by allies of the team you're spectating is included as well.


As a spectator you can see what radar/los/sonar a player/team has, last time I checked.

Hmm, I have no idea. I know you can select units and see their radar range, and I guess pressing L may give team specific coloring (does it?). But, this is not what I'm referring to thought. Wouldn't it be possible to see only one player's vision (and not the other team's at the same time?).


When you select a player (in BA) and press the normal L and ; you get the info for the player (and their team because that info is shared amongst the team) but NOT that info for the oppossing team.


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 Post subject: Re: LOS
PostPosted: 24 Feb 2012, 12:28 
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Joined: 05 Aug 2009, 19:42
It still doesn't remove the enemy units from the screen.


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 Post subject: Re: LOS
PostPosted: 24 Feb 2012, 12:35 

Joined: 13 Aug 2007, 12:19
gajop wrote:
It still doesn't remove the enemy units from the screen.


Of course not, and I never said it would.


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 Post subject: Re: LOS
PostPosted: 24 Feb 2012, 12:36 
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Joined: 05 Aug 2009, 19:42
klapmongool wrote:
gajop wrote:
It still doesn't remove the enemy units from the screen.


Of course not, and I never said it would.

Well, that's the point imo, I would like to see what player X sees, exactly.

Regardless, I'd be ok if those functions were implemented, regardless of their exact interpretation.


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 Post subject: Re: LOS
PostPosted: 24 Feb 2012, 12:40 

Joined: 13 Aug 2007, 12:19
gajop wrote:
klapmongool wrote:
gajop wrote:
It still doesn't remove the enemy units from the screen.


Of course not, and I never said it would.

Well, that's the point imo, I would like to see what player X sees, exactly.

Regardless, I'd be ok if those functions were implemented, regardless of their exact interpretation.


But you can discern from what the player sees and what he does not see easily. Also, I doubt the use of this added functionality (it is hardly needed to limit your view as a spectator to figure out why a player is doing what he is doing). But hey, if someone wants to add it it is fine by me.


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 Post subject: Re: LOS
PostPosted: 24 Feb 2012, 12:44 
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Joined: 22 Feb 2006, 01:02
Location: cheap kitchen
/specfullview
?


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 Post subject: Re: LOS
PostPosted: 24 Feb 2012, 13:24 
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Joined: 07 Dec 2008, 02:35
gajop wrote:
It still doesn't remove the enemy units from the screen.

/specfullview


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