Pretty simple, really. Let us mark areas of the LOS map as blocking for all Units regardless of their position. This can be made fairly cheap by storing it as a secondary object and combining it with a final result during each update of a given Unit's LOS map (treat the squares affected as being incredibly high, basically), but it'll be expensive so I'd leave it off by default.
Double bennies if can use more than one category.
Use case? Buildings and other forms of ground obstacles that actually block LOS, which would make ground combat less crummy-feeling immediately... and there are a host of arcade-game applications if we can get tighter control over what the unit sub-AIs can perceive.
Allow Manipulation of the LOS Map
Moderator: Moderators
Re: Allow Manipulation of the LOS Map
Your feature request is to be able to block LOS with things, not to actually change the LOS map. You should change your title to reflect that.
Re: Allow Manipulation of the LOS Map
It amounts to the same thing, really. I don't care whether it's being manipulated directly via a Unit's existence or whether it's exposed to Lua (which would be more flexible and probably more useful). It'd be equally interesting, frankly, to be able to make all of the LOS map visible to all Units as well, for certain purposes.
Re: Allow Manipulation of the LOS Map
Not really. Putting in blockers is far more limited. Direct manipulation is very slow to simulate blockers. The two features go hand in hand; are you asking for one or both?
Re: Allow Manipulation of the LOS Map
I'd take the faster method over the slower one, naturally.
Various hack-arounds are possible at that point whether or not the slow one ever exists.
Various hack-arounds are possible at that point whether or not the slow one ever exists.
Re: Allow Manipulation of the LOS Map
It's not fast vs. slow. One is fast at one thing and the other is fast at a lot of things, but not that particular one, and is much more flexibile.
Re: Allow Manipulation of the LOS Map
We'd probably use that for smoke shells and smoke screens in S'44. Might add a new tactical element to the game.
Re: Allow Manipulation of the LOS Map
Then let's have the more flexible method, then.
It doesn't matter if this won't operate more often than the current LOS update cycle, basically- the primary uses are for blocking LOS where it's convenient for gameplay, and that's not something that needs to be done often.
But... if you guys can swing that fairly soonish, then among other things we can have Gauntlet clones and other Flash-game-esque stuff.
It doesn't matter if this won't operate more often than the current LOS update cycle, basically- the primary uses are for blocking LOS where it's convenient for gameplay, and that's not something that needs to be done often.
But... if you guys can swing that fairly soonish, then among other things we can have Gauntlet clones and other Flash-game-esque stuff.
Re: Allow Manipulation of the LOS Map
When I say both I say it for a reason.
Re: Allow Manipulation of the LOS Map
Well, I'd have to say that whichever of "both" is the easiest is the one I'd prefer first, simply because I'll need to test it (probably a minor revamp to Merc Squad to demonstrate the use case).
Re: Allow Manipulation of the LOS Map
Did this get done?
Re: Allow Manipulation of the LOS Map
I don't see anything in the code (LuaSyncedCtrl or LoSHandler and LoSMap) to indicate that it has been done.
Sorry for the double thread though, should have searched first.
Sorry for the double thread though, should have searched first.