Unit ID fix - Page 3

Unit ID fix

Requests for features in the spring code.

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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Unit ID fix

Post by Argh »

Meh... I think that it's best to have a mask-state, where you can't get anything but a blip ID and position, and let Gadgets determine the mask-state.

For example:

A Unit has a customParam, "stealthunderwater". It enters water, a Gadget assigns their sensor mask vs. a given class of sensors as 3, or "cannot be seen, no blip at all".

We can sorta-kinda do this right now, but it's all or nothing, and there are just the hardcoded sensor systems, with their hardcoded and very limited behaviors. What I'm saying is, let people build different sensor classes and define their behaviors, and that in turn will provide opportunities for further interesting behavior via setting up their mask states.

As an example:

We have Radar Stations A, B and C.

If an enemy StealthPwnageFighter enters the circle of Radar Station A, which is a long-distance, warning radar, the Gadget sets the mask state to 3- total stealth. If we enter B, which is a medium-distance radar that can penetrate stealth systems poorly, we set the mask state to 2 (an anonymous blip that causes random aiming errors) and set a second variable (the random error rate) to, say 160 (the maximum number of elmos XYZ the plotted point may be shifted away from the real target), so we know somebody's coming, but we also don't know precisely where they are, and things shooting at them will miss a lot.

When the fighter finally reaches Station C, which is a short-range targeting radar, its mask is set to 1, or a non-mobile blip that accurately represents the target location. All shots directed at this target will now be accurate, even though we don't know what the target is.

In the case of overlaps of ABC, the lowest mask state requested during a given SlowUpdate wins.

Along the way, we want to set (perhaps a different) mask to determine whether Widgets can read the data. I'd say just a simple 0/1, honestly. At all times until the Unit is actually in LOS, we don't have the unitID, we just have a blipID, unless the Gadget chooses to make it available.

Since blipIDs aren't Units, we can also manufacture them, give them velocities, etc., for fake Units and other realistic spoofing.
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Re: Unit ID fix

Post by Tobi »

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