I was thinking since it is currently not possible to create LOS cones or anything other than the current LOS sphere in the engine's los system, would a null unit los pointed in front of a unit so it follow the units direction and acts as the units los be feasible? While the unit itself would have no LOS, the null los could be positioned to act as a forward facing limited arc. Possibly multiple nulls would be arranged in an array for wider limited angles, but I would imagine with each additional null LOS unit it would cut back on performance.
Any thoughts?
Limited LOS lua workaround, is this feasable?
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- bobthedinosaur
- Blood & Steel Developer
- Posts: 2702
- Joined: 25 Aug 2004, 13:31
Re: Limited LOS lua workaround, is this feasable?
hmm...
i guess it is somehow doable,but surely a very ugly thing to do, for many reasons:
i guess it is somehow doable,but surely a very ugly thing to do, for many reasons:
- performance, as you said
- ugliness of the resulting view/LOS of the unit (a cone, approximated by not too many circles...)
- due to the ugliness of the view, it will be hard for a user to estimate when/if his unit is seen by the enemy, or where his own unit can see, as long as they do not turn on LOS-view all the time (which is, and will be even more with this, slow and ugly)
- bobthedinosaur
- Blood & Steel Developer
- Posts: 2702
- Joined: 25 Aug 2004, 13:31
Re: Limited LOS lua workaround, is this feasable?
All very good reasons why LOS needs to be redone engine wise. Is there any news on the development on the rewriting of the LOS system?
Could you use lua to do an angle check on enemy units compared to your units and then hide them (player side only) if they are out of the angle cone?
Could you use lua to do an angle check on enemy units compared to your units and then hide them (player side only) if they are out of the angle cone?