It's default engine setting the players in the same alliance share their LOS. I dont see way how to change it.
IF theres no (not much complicated) way how to do that, is possible to add such feature in engine? Please :).
If some dev interested in this, i would prefere to make possible to change this option in game - for example allyLOS is technology/building dependant (for example communication centre making/destroying change it).
Thx.
AllyLOS on/off
Moderator: Moderators
-
- Moderator
- Posts: 2464
- Joined: 12 Oct 2007, 09:24
Re: AllyLOS on/off
This would add complication to a few gadgets I have written. From the perspective of my gadgets I could deal with this change but it would take a lot of work to support the features that this change would add.
Re: AllyLOS on/off
ideally LOS, alliance and shared unit control would be represented as a directed graph;
@Google_Frog:
You can always make certain assumptions, and if your games assumes them I don't see a problem, you don't have to change anything.
@Google_Frog:
You can always make certain assumptions, and if your games assumes them I don't see a problem, you don't have to change anything.
Re: AllyLOS on/off
Communication centre. We have one unit like that: the targeting facility [sic]. It isn't used a lot and has lost it's role with the spring feature to autotarget all enemy units on radar (and sometimes outside radar too).
-
- Moderator
- Posts: 2464
- Joined: 12 Oct 2007, 09:24
Re: AllyLOS on/off
Yes, that would be nifty. Although currently a lot is built on the concept of allyTeam.ideally LOS, alliance and shared unit control would be represented as a directed graph
I was thinking about how this change would change the lua interface. The LOS related things in synced read take an allyTeam argument which would have to be changed to team.gajop wrote:@Google_Frog:
You can always make certain assumptions, and if your games assumes them I don't see a problem, you don't have to change anything.
- PepeAmpere
- Posts: 591
- Joined: 03 Jun 2010, 01:28
Re: AllyLOS on/off
I dont get why it should bring problems for you. The default behavior of engine should stay as before (for example for your game, for your gadgets, allyLOS = ON in whole game, no changes by players actions) and only developers in different games then yours will use this (they have own gadgets). I can understand that some UI widget developer can be sad of this that his widget cannot be used in all games, but i dont know how it can collide with your gadgets...Google_Frog wrote:This would add complication to a few gadgets I have written. From the perspective of my gadgets I could deal with this change but it would take a lot of work to support the features that this change would add.
... maybe in one case


Re: AllyLOS on/off
There is a way to do it without much effort, but only for games with <= 32 (or 64) teams. A general solution would require large-scale rewrites and won't happen soon / ever (certainly not for 92.0).
Re: AllyLOS on/off
lemme guess, you are using bitmasks for that? :)
- PepeAmpere
- Posts: 591
- Joined: 03 Jun 2010, 01:28
Re: AllyLOS on/off
Thx for answer.Kloot wrote:There is a way to do it without much effort, but only for games with <= 32 (or 64) teams. A general solution would require large-scale rewrites and won't happen soon / ever (certainly not for 92.0).
Re: AllyLOS on/off
I made a small, unsuccessful attempt to bring Tobi's years-old losshare branch up to date - he was working on 1-directional LoS sharing between allies. Kloot sounds like he already has an implementation in mind, but if someone else is going to tackle it, tobi's approach might be a starting point. I got close, but don't quite have the C++ chops/understanding of the LoS system to feel comfortable designing new logic in something so core.
But yeah, I'd be excited about this feature as well.
But yeah, I'd be excited about this feature as well.