Day and night, unit lights?
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Day and night, unit lights?
Is it possible to make a tag with a time of 1800000 or something like that for turn night, every 30 mins, then turn day after another 30 mins, or could we like make the map load different colors for night, and have units with lights on them?
Maybe make it where darkness would screw sight? Just really cool to wait a good 10 mins or something and let night come 'round then sneak attack an enemy, hehehe, plausible?
Edit: For those of you who play Earth 2150, you should know what this is!
Maybe make it where darkness would screw sight? Just really cool to wait a good 10 mins or something and let night come 'round then sneak attack an enemy, hehehe, plausible?
Edit: For those of you who play Earth 2150, you should know what this is!
I was thinking about lights on a tank I'm modelling, cuz they are on the tank picture for the game it's in and was like "Wouldn't it be cool if we could have night and day, with lights from units, would be kinda like longer sight in that direction, but make you really visible!"
+1 for uber strategy, jk
+1 for uber strategy, jk

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- Posts: 578
- Joined: 19 Aug 2004, 17:38
I don't understand why it's not in... looking at the code (well last time I looked at it anyways), it seems landscape shading and unit shadows are recalculated/rerendered every pass, so why not make the light simply rotate around a certain point and slightly change hue? Oh, and there might be a BIG round object somewhere under the map so that the sun going below horizon produces proper shadows on map edges.
Re: Day and night, unit lights?
Except radars can still see enemies.Snipawolf wrote:Just really cool to wait a good 10 mins or something and let night come 'round then sneak attack an enemy, hehehe, plausible?
To get advantage from night, the mod shouldnt have radars at all.
Re: Day and night, unit lights?
Or jammers...TradeMark wrote:Except radars can still see enemies.Snipawolf wrote:Just really cool to wait a good 10 mins or something and let night come 'round then sneak attack an enemy, hehehe, plausible?
To get advantage from night, the mod shouldnt have radars at all.
Re: Day and night, unit lights?
Or have some "stealth" system, as GC2 has.TradeMark wrote:Except radars can still see enemies.Snipawolf wrote:Just really cool to wait a good 10 mins or something and let night come 'round then sneak attack an enemy, hehehe, plausible?
To get advantage from night, the mod shouldnt have radars at all.
So, different units, have different steath values..
Also, nigth/weather changes increases/decreases units "perception".
Is something has already been proposed btw.
Oh.. about this same issue.. someone also asked for trees to increase this stealth ability.. in the meantime, trees can have a small (really small) jammer field, so it hides units that get into the forest...
- Forboding Angel
- Evolution RTS Developer
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- Joined: 17 Nov 2005, 02:43
Re: Day and night, unit lights?
I think that would slow down the game a bit if there is 3000 trees?mongus wrote:Oh.. about this same issue.. someone also asked for trees to increase this stealth ability.. in the meantime, trees can have a small (really small) jammer field, so it hides units that get into the forest...
Just a guess.
- Guessmyname
- Posts: 3301
- Joined: 28 Apr 2005, 21:07
Re: Day and night, unit lights?
I don't think i will have radar jammers in my mod, I mean, IT IS SUPPOSED TO BE FUTURISTIC! There shouldn't be a counter for everything... I mean, if the war started a short while ago, how does the enemy have information on ALL of your stuff, thus making counters for everything!?
I have an idea, radar and jammer levels!
Level 1 jammer blocks level 1 radar but won't block 2 or up!
So on and so forth!
I have an idea, radar and jammer levels!
Level 1 jammer blocks level 1 radar but won't block 2 or up!
So on and so forth!