Sphere collision for unstealth code

Sphere collision for unstealth code

Requests for features in the spring code.

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Masure
Posts: 581
Joined: 30 Jan 2007, 15:23

Sphere collision for unstealth code

Post by Masure »

Hi,

It has already been said in a topic but I add it as a feature request.

Unstealth/cloak code uses a collision cylinder and it would be great to use a sphere. It's really annoying that planes are able to unstealth while flying far over.
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Pendrokar
Posts: 658
Joined: 30 May 2007, 10:45

Re: Sphere collision for unstealth code

Post by Pendrokar »

Masure wrote:Hi,

It has already been said in a topic but I add it as a feature request.

Unstealth/cloak code uses a collision cylinder and it would be great to use a sphere. It's really annoying that planes are able to unstealth while flying far over.
+1
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Erom
Posts: 1115
Joined: 25 Apr 2006, 05:08

Post by Erom »

I'm not positive, but I think a cylinder with height = diameter (adding a single height check)would be even easier, and still get rid of 99.9% of the problems.
Masure
Posts: 581
Joined: 30 Jan 2007, 15:23

Post by Masure »

Don't say you're not positive for such details. Moreover sphere check is not hard to do and fix the thing.
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Sphere collision for unstealth code

Post by Forboding Angel »

Masure wrote:Hi,

It has already been said in a topic but I add it as a feature request.

Unstealth/cloak code uses a collision cylinder and it would be great to use a sphere. It's really annoying that planes are able to unstealth while flying far over.
+9001
j5mello
Posts: 1189
Joined: 26 Aug 2005, 05:40

Post by j5mello »

erom's way makes more sense...

not to mention its less lines of code...

also since we're dabbling in stealth code could someone give us get/set steath, i know we already have a jamming but it would be nice to tweak that.

for example Fang's planning on giving the EE subs, a Silent Mode, which gives the subs stealth and jams their weapons (a sub/amphib given stealth doesn't show up at all, not on sonar and not visually) so they can sneak by ships/defenses to hit shipyards or bombard shorelines.
trepan
Former Engine Dev
Posts: 1200
Joined: 17 Nov 2005, 00:52

Post by trepan »

decloakSpherical FBI tag?
(default to true?)

Coded and tested ... wondering if everyone is ok with the default value.

NOTE: The kamikaze test could also be changed to spherical very easily.
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

trepan wrote:decloakSpherical FBI tag?
(default to true?)

Coded and tested ... wondering if everyone is ok with the default value.

NOTE: The kamikaze test could also be changed to spherical very easily.
I'm not ok with it. It should be false by default. It doesn't matter so much that I'll start an argument over it, but planes causing decloak is asinine.
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Peet
Malcontent
Posts: 4384
Joined: 27 Feb 2006, 22:04

Post by Peet »

Forboding Angel wrote:
trepan wrote:decloakSpherical FBI tag?
(default to true?)

Coded and tested ... wondering if everyone is ok with the default value.

NOTE: The kamikaze test could also be changed to spherical very easily.
I'm not ok with it. It should be false by default. It doesn't matter so much that I'll start an argument over it, but planes causing decloak is asinine.
Defaulting to true would mean that the decloak field would be spherical by default, which would mean that planes wouldn't decloak things.
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

NM my post. I was recently discovered that I can't read god's typing correctly :P
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Caydr
Omnidouche
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Joined: 16 Oct 2004, 19:40

Post by Caydr »

Is this in SVN now?
trepan
Former Engine Dev
Posts: 1200
Joined: 17 Nov 2005, 00:52

Post by trepan »

nope, not yet ... but very soon.
(have to finish another feature that uses the same files first).
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