Improved field of fire display

Improved field of fire display

Discuss Lua based Spring scripts (LuaUI widgets, mission scripts, gaia scripts, mod-rules scripts, scripted keybindings, etc...)

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ThinkSome
Posts: 291
Joined: 14 Jun 2015, 13:36

Improved field of fire display

Post by ThinkSome » 29 Nov 2019, 00:47

Does there already exist an improved field-of-fire display code that would, in addition to left and right traverse of deployed guns, show which terrain is hidden behind obstacles and which is not?

The current display of field of fire in s44 is the following:
fof.jpg
(75.95 KiB) Not downloaded yet
As you can see, it does not indicate that there is a hill in the way.
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raaar
Metal Factions Developer
Posts: 816
Joined: 20 Feb 2010, 12:17

Re: Improved field of fire display

Post by raaar » 30 Nov 2019, 22:36

it'd be interesting to have this.

Shouldn't be enabled by default it the performance cost is significant, though.
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DmitryProfessional
Posts: 18
Joined: 03 Jun 2019, 21:06

Re: Improved field of fire display

Post by DmitryProfessional » 01 Dec 2019, 20:05

You can span circles from afar to up close and apply GetUnitWeaponHaveFreeLineOfFire to the points, finding those which are not obstructed. This will give u a mesh to draw.
And it will be moderately expensive.
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