Variable radar accuracy
Posted: 01 Feb 2007, 15:19
The idea is that instead of having a constant accuracy, each pixel on the radar map has a float value that determines how accurately the position of a unit on it will be displayed.
New tags for radar units:
RadarAccuracy (float, 0.0-1.0): How accurate this radar is at its best. 0.0 to 1.0 would vary the accuracy from "somewhere on this side of the map" to "exactly here".
RadarFalloff (int, 0-inf): Distance up to which the radar will keep its maximum accuracy, defaults to the radar's range. After that it will linearly fall off.
RadarMinAccuracy (float, 0.0-1.0): The radar's accuracy at the edge of its range.
RadarStackable (bool): If true the radar will add its accuracy to the coverage other radars provide of the area (otherwise the maximum accuracy that covers a pixel is used). Well, not add but make it 1-((1-oldaccuracy) * (1-newaccuracy)).
Jammers would have similar tags and the final accuracy for a pixel would be radaraccuracy-jammeraccuracy. That means a weak jammer wouldn't make your units disappear from the radar but would make them harder to hit.
New tags for radar units:
RadarAccuracy (float, 0.0-1.0): How accurate this radar is at its best. 0.0 to 1.0 would vary the accuracy from "somewhere on this side of the map" to "exactly here".
RadarFalloff (int, 0-inf): Distance up to which the radar will keep its maximum accuracy, defaults to the radar's range. After that it will linearly fall off.
RadarMinAccuracy (float, 0.0-1.0): The radar's accuracy at the edge of its range.
RadarStackable (bool): If true the radar will add its accuracy to the coverage other radars provide of the area (otherwise the maximum accuracy that covers a pixel is used). Well, not add but make it 1-((1-oldaccuracy) * (1-newaccuracy)).
Jammers would have similar tags and the final accuracy for a pixel would be radaraccuracy-jammeraccuracy. That means a weak jammer wouldn't make your units disappear from the radar but would make them harder to hit.