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Always Visible Feature
Posted: 21 May 2009, 04:06
by zwzsg
Is there a way to make a feature always visible?
Re: Always Visible Feature
Posted: 21 May 2009, 10:40
by KDR_11k
I think there's either a SetFeatureAlwaysVisible or a tag in the featuredef, I know I had them set to always visible for a while in ColorWar.
Re: Always Visible Feature
Posted: 21 May 2009, 23:24
by zwzsg
I don't have any old Color Wars, I can only find the 3.
[ 3720] LuaRules::RunCallIn: error = 2, GameFrame, [string "LuaRules/Gadgets/colorwars.lua"]:123: attempt to call field 'SetFeatureAlwaysVisible' (a nil value)
stack traceback:
[string "LuaRules/Gadgets/colorwars.lua"]:123: in function 'GameFrame'
[string "LuaGadgets/gadgets.lua"]:926: in function <[string "LuaGadgets/gadgets.lua"]:924>
(tail call): ?
SetFeatureAlwaysVisible is either not existing or not spelt like that.
Good to know there's a way, not I just have to find the spelling of that Lua command or TDF tag.
I did try the TDF tags nodrawundergray=0; and fardraw=1; to no avail.
Re: Always Visible Feature
Posted: 22 May 2009, 01:24
by [Krogoth86]
I know of no way to keep them visible engine wise. The defense range widget makes things like DTs staying visible though so you may want to look up how he did it...
Re: Always Visible Feature
Posted: 22 May 2009, 02:06
by zwzsg
<[LCC]jK> and all features are always visible ...
<[LCC]jK> just features with a teamID set check los
Re: Always Visible Feature
Posted: 22 May 2009, 21:11
by KDR_11k
Yeah but I had CW use team-owned features that were always visible. I don't remember how I did it though, it did reduce the CPU use hugely AFAIK.
Re: Always Visible Feature
Posted: 26 May 2009, 18:33
by AF
features are subject to detail checks, features that are too far away arent drawn.
Prime exmaples ht elast tiem this ws brought up involved a map witha giant bridge feature that when you got too far away ti vanished, or aGorms tree map.
I submitted a patch which added a tag allowing this to eb fixed, however I do not remember the tag name.