Influencing radar and sesmic

Influencing radar and sesmic

Requests for features in the spring code.

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KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Influencing radar and sesmic

Post by KDR_11k »

1. AFAIK the inaccuracy of radars and seismic detectors is currently a hardcoded value, can it be exposed to modders so mods can decide for themse4lves what kinds of inaccuracies they want for these?
2. Can the radar position enemies see for a unit be changeable through some script? There may be uses for making that position move around depending on the actions of the unit.
3. Can we trigger seismic pings? That would be useful to e.g. represent events that would cause a seismic response or be visible on whatever the mod uses the seismic system for (Aliens Colonial Marine motion sensor anyone?) or perhaps cause a lot of noise in an area to prevent the enemy from spotting the real seismic events (e.g. the army that moves through).
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6242
Joined: 29 Apr 2005, 01:14

Post by FLOZi »

Triggering pings would be nice

edit: And by the looks of it wouldn't actually be that hard. And even possible to set the signature size, either permanantly or just give a different size on the fly.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

as a note, adding istargetingupgrade to a unit as long as the unit is alive the blips will be more accurate.. not as controlled as you would like but it is better then nothing.
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